Codex - Angry Marines: /tg/'s 9th Edition

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WE’RE THE MOTHERFUCKING ANGRY MARINES!!! COME GET SOME DICKSNIFF!!!
AIAaward.gif This article is awesome. Do not fuck it up.


Welcome to the FUCKING 9th EDITION!!! Angry Marine codex. Everyone’s favourite insanely profanity marines have received a rather considerable rework this edition. Firstly, everything is now a Primaris unit. Why? You’ll have to wait and see. Secondly, a lot of units have been removed. Space marines (especially angry marines) suffered from a lot of redundant units. So those units which are not intrinsically angry marine units are gone.

Contents

Army Rules[edit]

Universal[edit]

  • And They Shall Know No Fear: More like: AND THEY SHALL FUCK YOU UP!!!
This unit can re-roll failed Morale tests.
  • Dual Melee Weapons: Bekuz moar choppy iz alwayz a gud fing.
If a model with this special rule is equipped with two of the same Melee weapon or Type of Melee weapon, you can add 1 to its Attacks characteristic.
  • FUCK THE BOLTER!!!: While other chapters' marines will spend decades honing their skills with the bolter with stationary drills, indoctrination, strip cleaning, combat drills etc, the angry marines... don't. They see the bolter as a means of keeping the enemies heads down and a crude club at best, and a "WASTE OF FUCKING SPACE AND WEIGHT WHICH I COULD USE TO CARRY A FUCKING TWO BY FOUR!!!" As such, Angry Marines are nowhere near as well drilled in using the bolter as their cousin chapters. Or at least, not as well drilled in the bolters' conventional uses...
All ANGRY MARINEs gain this special rule. Any such model armed with a weapon from the Bolt Weaponry list may fire their Bolt weapon at an enemy unit even if that enemy unit is 1" or closer to the firing unit, or if the enemy unit is 1" or closer to another friendly unit, but at a -1 to hit. The following types of unit do not suffer a -1 to hit:
-TERMINATOR, BIKER, DREADNOUGHT or CHARACTER unit.
-A unit that did not move during its previous Movement phase.
In addition to this, any model armed with a Pistol from the Bolt weapons list may make an additional attack each time it fights in the fight phase.
  • SHOCK ASSAULT BITCHES!!!: Deep within the MAXIMUM FUCK battle barge inside a soundproof chamber Temperus Maximus was disturbed from his meditation/shouting practice. Noticing that the shouting chamber was no longer vibrating on its housing, Maximus' aide entered the room with the chapter master's post-shouting drink of rusty nails and hot chocolate. Upon the entering the sacred chamber the aide was greeted with a troubling sight-- the chapter master sitting quietly with a contemplative look on his face. "My Lord," stuttered the aide, "what is wrong? Are your Primaris augmentations troubling you again?" Maximus did not respond for a long time, simply staring at the deck playing, which after five minutes of the chapter masters glare had started to melt.
"FETCH ME THE FUCKING CODEX!!!" said the chapter master in his indoor voice, just as the aide was wondering whether they should fetch an apothecary. "THE CUNT GIRLYMAN HAS DECIDED THAT VANILLA MARINES AREN'T CHOPPY ENOUGH!!! THE CODEX NOW REQUIRES AN... IMPROVEMENT!!!"
When an ANGRY MARINE unit charges, is charged or performs a heroic intervention it adds 1 to its attack characteristic for the following fight phase.

Detachment Rules[edit]

  • ALWAYS ANGRY!!!: ALL THE FUCKING TIME!!! SUCK ON IT YOU ULTRASMURF PRICKS!!!
If your army is Battle-forged, you can add 1 to all models in this units' Attacks characteristic for the duration of the Fight phase if it charged, or performed a heroic intervention in the preceding Charge phase. In addition to this, hit rolls of 6+ made in the fight phase count as 2 hits.
  • Combat Dicktrics: HA HA HA!!! MADE YOU FUCKING SAY DICK!!!
If your army is battle forged then all ANGRY MARINEs units gain this special rule. During turn 1 then all units are affected by "THE FUCKERS ARE THAT WAY!!!"
THE FUCKERS ARE THAT WAY!!!: Turn 1-2. While this doctrine is active, ANGRY MARINEs units add 1" to their movement and advance distances.
INTO THE BREACH YOU PUSSIES!!!: Turn 2-4. While this doctrine is active, ANGRY MARINEs may charge after advancing. If a unit effected by this doctrine could already charge after advancing it may reroll failed charge rolls.
RUN THEM DOWN!!!: Turn 5+. While this doctrine is active, whenever an enemy unit would retreat from combat from an ANGRY MARINEs, the ANGRY MARINEs unit can immediately make a round of close combat attacks against the retreating unit as if it was its Fighting phase, but with a -1 to hit.
  • THIS SHIT'S OURS NOW, FUCKERS!!!: Although the Angry Marines have the best men "BETTER THAN THOSE GIRLY ULTRASMURFS!!!", and they have the best equipment (stolen or cobbled together out of duct tape and rage made solid), and they have the best war cry apart from "WAAAAGGGHHHH" *BLAM* Heresy!, what they do lack is the numbers of other armies. This makes them angry to no end (scientists are trying to find the end to their anger, but it has a habit of bending space time and imploding their minds) as some pansy army of flashlight wielders or Tyranids can just sit on an objective and laugh as the Angry Marines cut them down by the hundreds and still lose. The solution? "STEAL THEIR FUCKING FANCY PANTS OBJECTIVE AND BEAT THE CAMPING TWATS OVER THE HEADS AS WELL!!!"
If your army is Battle-forged, all Troops units in Angry Marines detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. In addition, if an Angry Marines Troop unit contests an objective in a turn in which it charged then each model in that unit counts as 2 models instead of 1 for determining which player controls that objective.

Stratagems[edit]

If your army is Battle-forged and includes any Angry Marines Detachments (excluding Auxiliary Support Detachments, because ONLY THE WEAK USE THEM!!!), you have access to the Stratagems shown here. These reflect the unique "strategies" used by the Angry Marines on the battlefield.

  • ALL THE TIME!!! (3 CP): ALWAYS ANGRY!!! ALL THE TIME!!!
Use this Stratagem at the end of the Fight phase. Select a friendly Angry Marines Infantry or Biker unit - that unit can immediately fight for a second time.
  • BENEVOLENCE OF THE TOASTER GOD!!! (1 CP): Although not your normal Mechanicus adept, some of the Angry Tech-Priests do worship the Omnissiah (or the “TOTALLY NOT VOID DRAGON CUNT WHO MAKES OUR FUCKING FLESHLIGHTS (COUGH) I MEAN TOASTERS WORK!!!), and as in the grim darkness of the 41st millennia, the warp is a thing their prayers and holy insults may occasionally be answered. If such a Priest is ever caught doing this they’ll be given a non-negotiable invitation to play a game of kick the flaming horror to death while naked and covered in promethium, a threat which ensures that “THE TOASTER FUCKERS REMEMBER TO BE ANGRY ALL THE TIME!!! NOT PROSTRATING TO THE MECHANICUS FUCKS!!!”
You can use this Stratagem when an Angry Marines Vehicle unit from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other wound inflicted on this unit for the rest of this phase: on a 5+ that mortal wound is ignored.
  • COME BACK HERE, YOU COWARDS!!! (2 CP): "WHY ARE THEY FUCKING RUNNING AWAY?!!!!" an Angry Marine once asked when a squad of weaboo battle suits disengaged him from melee. "IF ONLY THERE WAS A WAY TO STOP THESE FUCKERS FUCKING PISSING OFF FROM MELEE, WHICH IS THE MOST HONOURABLE FORM OF COMBAT!!!". After a bit of messing about the Angry Tech Marines found out that the arbitrary spending of a currency called "command points" could prevent their foes from running away from melee, allowing the EMPRAH'S finest to "GIVE THE FUCKING HERETICS A RANGE OF NEW HOLES TO SHIT OUT OF!!!"
Use this Stratagem whenever an enemy unit would attempt to Fall Back, that unit must instead remain stationary and suffers one mortal wound. "NICE TRY DIPSHITS!!!"
  • COVER IS FOR PUSSIES!!! (1 CP): Only cowards would hide in ruins rather than run screaming towards enemy.
Use this Stratagem when an Angry Marines Infantry unit Advances. That unit can still Shoot and Charge this turn but cannot get the benefits of cover until the start of your next turn. This Stratagem overrules the "Cloud of Black Smoke", "Black Smoke" and "Pyromaniac Brothers" special rules.
  • Cover them! (1 CP): If it wasn't for the Angry Marines, each and every Angry Serf would probably be spending their last days in an inquisitorial sterilisation camp with their balls/ovaries cut off/out. Because of this lack of sterilisation, the Angry Serfs are eternally grateful, but as they're all angry dicks, they can only show this appreciation by "Shooting the absolute shit out of those fuckers who are shooting at our guys!"
Use this Stratagem immediately after an enemy unit within 12" of a friendly Angry 'Serfs unit declares overwatch against a friendly Angry Marines Infantry unit - that Serf' unit can immediately shoot at that enemy unit as if they were Shooting an overwatch themselves. The 'Serf' unit Shooting/overwatch is resolved before the overwatch of the enemy unit.
  • DEATH IS NOT AN EXCUSE!!! (1 CP): While other chapters might use advanced cocktails of drugs to get one last fight out of a fallen dreadnought, the Angry Marines prefer to simply throw insults at their fallen dreadnoughts "IS THE PUSSY TIN CAN TAKING A LITTLE NAP?!!!" Any dreadnought worth his power feet (and who isn't atomised, but even then, they'll still bloody try) will then proceed to get back to his feet, as by the god-emperor he's not going down until he dishes out the last insult and kick to the balls.
Use this Stratagem when a friendly Belligerent Engine or Belligerent Redemptor Dreadnought is slain and does not Explode but before it is removed from the battlefield. place this model on its side instead of removing it. Then roll a D6 at the beginning of your next turn. On a 4+, the model regains D3 wounds, and is placed as close to it previous position as possible while remaining more than 1" from any enemy models. On a 1-3 the Belligerent Engine or Belligerent Redemptor Dreadnought is destroyed (remove it as normal).
  • DROP PODS ARE FOR PUSSIES!!! (1 CP): Angry Marines lack the discipline and patience to wait around in a Drop Pod before SKULLFUCKING SOME FUCKING HERETIC!!!. As a result, many Angry Marines favour the use of Angry Rhino's shot down from a Battle Barge towards the enemy instead of using a Drop Pod. The added bonus of this is that Angry Rhino's fucking love to be used as drop pods
Use this Stratagem when you set up an Angry Rhino, with only Adeptus Astartes Angry Marines Infantry units embarked on it. Instead of deploying it, you can set up the unit in high orbit instead of being placed on the battlefield. At the end of any of your movement phases roll a D6; on a 1 the Angry Rhino is assumed to have blown up in the atmosphere, killing all inside it, reove the Angry Rhino along with any units embarked within it. On a 2+ however, set up the Angry Rhino more than 9" away from any enemy models. The vehicle then suffers D3 mortal wounds and may not charge this turn (but it may still shoot), and the unit embarked inside it may then immediately disembark, but they must be set up more than 6" away from any enemy models (any models that cannot be set up because there is not enough room are slain), and may still shoot and charge in the following Phases (Bonus points if you play ride of the Valkyries while doing this, no points if you waste 300 points in matched play trying to do this though).
  • EAT MY FUCKING GRENADE BITCH!!! (1 CP): "I CAN'T THROW MY FUCKING GRENADE!!!" screamed one marine "WHICH ONE OF YOU FUCKS THREW A GRENADE BEFORE ME? IT WAS MY FUCKING TURN TO SHOVE A GRENADE DOWN A TYRANID'S THROAT!!!" A not uncommon sound to be heard in a battlefield where the Angry Marines have been deployed, as some law of the universe (probably Tzeentch's fault) dictated that a unit may only throw one grenade at a time. But like any law, if the Angry Marines try/swear profusely enough, the law decides that maybe it shouldn't apply to the Angry Marines at this particular moment, thus allowing every marine to take their grenades, and rather literally shove it down somebody else’s throat.
Use this Stratagem before an Angry Marines Infantry unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with Frag and Krak grenades can throw a grenade this phase, instead of only one model being able to do so.
  • Explosive Demise (2 CP): Angry Marines don’t like to die. Not because they fear death, but because they get really pissed off when their enemy is still alive.
Use when an Adeptus Astartes Angry Marines Infantry unit would be slain by losing 5 or more models. Every unit within 2D6” of that slain unit suffers D6 mortal wounds. These 5 or more models may only include models lost in the fight, shooting or overwatch phases, models lost in the morale phase do not count.
  • FLAKK MISSILE!!! (1 CP): While every other army in the Imperium uses shaped charges surrounded a hard case to form shrapnel as their flak missiles, the Angry Tech-Priests ran out of such advanced tech millennia ago. Instead, they take a bucket, fill it with nails and gunpowder, and strap it to a normal missile. It's crude even by orks' standards, but it's more effective than trying to hit aircraft with 2x4's.
You can use this Stratagem just before a friendly Angry Marines Infantry model attacks a unit that can Fly with a Missile Launcher. Make a single hit roll with the weapon this phase, however, add 1 to the hit roll and, if the attack hits, the target suffers D3 mortal wounds.
  • FUCKING SNEAKY BACKSTABBING ASSHOLES!!! (1 CP): "SNIFF" goes/shouts one Angry Marine. "WHATS UP WITH YOUR NOSE YOU MUPPET?!!!" Bellows another. "I SMELL WARDEN CHEESE WHICH WOULD MAKE A TAU FAGGOT JIZZ HIS FRILLY PANTIES!!!" Shouts the first Angry Marine. In unison, both marines turn around and proceed to make Swiss cheese out of the Ultrasmurfs/World Eater wannabes/Tau pussies/pointy-eared faggots which were trying to sneak up behind them. The lesson. DON'T BE A CHEESY, WARDIAN PRICK YOU FUCKING "THAT GUY"!!!
Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your Angry Marines Infantry units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
  • GET THE FUCK OUT OF MY HEAD!!! (2 CP): The uncontrollable anger and hatred of the Angry Marines leave their minds open to psychic influence. However, anyone who dares to fuck with their minds risks serious mental damage.
Use this Stratagem when an enemy attempts to manifest a psychic power that targets an Angry Marines unit. The power is automatically manifested but the Psyker unit that manifested the power takes D3 mortal wounds.
  • HELLFIRE SHELLS (1 CP): Adamantium duct tape has so many uses, one of the finest is to take a squad’s worth of Dakka, duct tape it together, and point it at the enemy, and watch them either shit themselves in fear or laughter.
Use this Stratagem just before an Angry Marines Infantry model attacks with a Heavy bolter or Power Heavy Bolter. Make a single hit roll with that weapon this phase, however, if the attack hits, the target suffers D3 mortal wounds.
  • HERESY!!! (2 CP): Although Angry Marines "FUCKING DESPISE THOSE RETARDED FUCKTARDS!!!"/Inquisitors, they do admire their overactive exterminatus hands. And although the Angry Marines consider the use of such tricks to cause the destruction of whole planets wasteful, they consider the spastic hacking motion an excellent method for removing the horns of a Bloodthirster with a chainsword.
Use this Stratagem when an Angry Marines unit is chosen to attack in the Fight Phase. Each time you roll a hit roll of 5+ for a model in this unit during this Phase, it can, if it was targeting a Chaos unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
  • HE'S FUCKING BURNY, HE CAN BE IN CHARGE!!! (1 CP): The black brothers have many things going for them, they're almost impossible to hit, burny as fuck and being punched by them is like being hit repeatedly by hot irons. What they don't have, however, is leadership, someone to beat them around the heads and say "WE'RE GOING TO FUCKING BURN THOSE FUCKS OVER THERE SO GET FUCKING MOVING!!!", and so when the Black Brothers feel that they could do with someone with a bit of tactical know-how they simple borrow/kidnap a fellow Angry Marine captain who happens to also like setting things on fire.
Use this Stratagem before the battle begins. Select an Angry Marines Character from your army armed with either a Hand Flamer or Combi-Flamer (or The combi-combi flamer). That model gains the Black Brother Keyword and the Burning Weapons and Black Smoke special rules for the duration of the battle (see black brothers' datasheet for the rules).
  • Honey Badger Bait (3 CP): Even Angry Marines don’t want to attract Mutant Honey Badgers. Even newly minted angry marines have heard the stories about them burrowing up through toilets while you were sitting on them. But they do appreciate that if they don’t want the mutant monstrosities around, then their enemy most certainly does not. So the angry marines have concocted a bait which will lure out any nearby Mutant Honey badgers, put it into an easy to carry, throw (and incredibly airtight) grenade-like container, which they then throw at any enemy too stubborn to be removed by the usual punching and abuse. Carriers of such grenades are also thoroughly versed in their correct usage: 1. Pull the pin from a grenade. 2. Throw the grenade at what you want to seriously mess up. 3. Run the fuck away. Very fast. 4. Keep running.
At the beginning of your shooting phase, select an Angry Marines Character armed with a weapon with the Grenade Type. Replace all its grenade-type weapons' profiles with the following:
Weapon Range Type S AP D Abilities
Honey Badger Bait 8" Grenade D3 - - - This weapon does no damage. However, if a unit is hit at least once by this weapon, set up a MUTANT HONEY BADGER model 9” to 12” from the hit unit and 9” to 12” from the firing unit. If neither of these conditions can be met, the MUTANT HONEY BADGER is instead slain. The created MUTANT HONEY BADGER does not cost any points or power points.
  • ONLY IN DEATH DOES THE RAGE END!!! (2 CP): No Angry Marine ever expects to die, like Orks, they assume that only others around them die because they weren't ANGRY enough. So, when an Angry Marine is sitting/shitting (or both) on death's door, he is so incomprehensibly angry that nothing can stop him from delivering the Emperor's fury one final time.
Use this Stratagem when an Angry Marines Character is slain; that model musters one last surge of RAGE! before succumbing to its wounds, and can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase (this Stratagem overrules the "Angry Astartes Banner" or "Banner of the Raging Desert" special rules).
  • Orbital barrel of FUCK YOU!!! (4 CP): Temperus Maximus has the authority to call down a Strike Cruiser from orbit to crush his pathetic foes, literally. The location of the shipyard which produces this "ship-based" ammunition is unknown, however, and where the Angry Marines find the manpower and materials to build fleets of ships for the Chapter Master to fire at targets defies logic and common sense.
This Stratagem can be used once per battle if you have Chapter Master Temperus Maximus in your army and he is on the battlefield (and not embarked inside Transport). Instead of shooting with his weapons, roll a D6 for every unit on the battlefield (do not roll for units that are embarked inside Transports). Subtract 1 from the result if the unit being rolled for is an Infantry Character unit and add 1 to the result if the unit being rolled for is a Infantry unit that is not a Character. On a 4+, the unit suffers D3 mortal wounds.
  • RAMPAGE!!! (1 CP): Nothing gets the blood pumping (apart from drugs, skittles and the threat of chaos/furries) like a good old fashioned, head-on charge into the enemy. The Angry Apothecaries also recommend it to remove wrinkles, headaches, sore backs, cancer, head trauma and lesser forms of death, in fact, a good old fashioned charge will make even the most ancient of Angry Marines feel like he's only just gone through his initiations (he will also be bloody, bruised and swearing, also just like after he finished his initiations).
Use this Stratagem in any Fight phase if an Angry Marines Character from your army has charged during the Assault phase. Add D3 to the Attacks characteristic of that model for the duration of the Fight phase.
  • RELICS OF RAGE!!! (1-3 CP): "GIVE ME ONE YOU OMNISSIAH BASTARD!!!" Is a common sound to be heard before a battle, with every Angry Marine worth his cigar wanting the flashiest bit of adamantium to "FIST THE FUCKERS BACK TO THE EYE OF TERROR!!!". The idea that only one Angry Marine at a time could take one of the chapters FLASHY BITZ always confused the Angry Marines, so they decided "FUCK IT!!!" (Not literally, that would be *BLAM* Heresy!) and started letting multiple relics out at a time, as long as they were returned free of blood and brains.
Use this Stratagem before the battle. Your army can have one extra Angry Marines ArteFUCKt for 1 CP, or two extra Angry Marines ArteFUCKts for 3 CPs. All the Angry Marine Relics that you include must be different and be given to different Angry Marines Characters.
  • RUN THEM OVER!!! (1 CP): It is not only Astra Militarum who are crazy enough to run over the enemy and CRUSH THEM BENEATH THEIR GRINDING TREADS!!!
Use this Stratagem at the start of your Charge phase. Select an Angry Marines Vehicle unit (which is not a Rage Speeder Belligerent Redemptor Dreadnought or a Belligerent Engine) from your army. That unit can charge even if it Advanced this turn. In addition, in the following Fight Phase, attacks made by that unit hit on a 2+.
  • THINK YOU SMART FUCKER?!!! (1 CP): There is no problem which can't be solved by vast amounts of your chosen explosive, even if that problem is that the enemy has just destroyed your metal box. So, the Angry Marines decided that if they were going to go down, it would be on their terms, and those terms would be in style "FUCK YOU HERETIC!!!"
You can use this Stratagem just before a friendly Angry Marines Vehicle model must roll to see if it explodes. it explodes on a 2+ instead of on roll of 6.
  • Wildfire (1 CP): Whenever the Angry Marines encounter an enemy entrenched in a position they want they ask themselves a question. Do they really need said position? Regardless of the answer, they send the coordinates of the enemies position to a Whirlwind Cremator, who ensures that the enemy, their cover, and everything around it, is on fire. Not a subtle approach but even the most ardent pacifist will admit that the results look fucking awesome.
Use this Stratagem in the Shooting phase just before a Whirlwind Cremator shoots. Instead of shooting with any of its weapons, select a piece of terrain on the battlefield, each model inside that piece of terrain is automatically hit by a shooting attack resolved at Strength 6, AP -2 and Damage 2 and they do not get the benefits of cover against it.
  • YOU AND WHAT ARMY DICKHEAD?!!! (1 CP): Angry Marines miss the day when their deep striking foes might die in transit, as there are few things funnier than watching 400 points worth of terminator appear 200 metres off the ground and land with a satisfying BOOM!!! Unfortunately, now everyone gets a 100% successful deep strike, so the Angry Marines now deploy Angry Serfs' behind enemy lines to pour sugar in their fuel tanks, tie commanders shoelaces together and fill terminator helmets full of custard. It may only delay their cheesy opponent for so long, but by then the Angry Marines will have made deck chairs out of their opponents' corpses, and will be patiently waiting for the arrival of "THE REST OF THE WARDIAN, COVERCAMPING PRICKS!!!"
Use this Stratagem when an enemy unit would arrive from reserve, that unit instead does not arrive and must wait until next turn to be deployed. You cannot use this Stratagem more than once on the same unit.
  • YOU TAKE THAT FUCKER, WE TAKE THESE FUCKERS!!! (1 CP): As glorious as a full-frontal charge can be, with a tide of yellow, red and profanity roiling over the enemy ( those zoggin EMPRAH'S boiz certainly know ows to be choppy ), even a psyche as angry as the Angry Marines can appreciate that one giant hammer isn't always the solution. Sometimes, lots of smaller hammers beating the shit out everyone at once is a much more efficient solution, and ensures that every marine has someone to bash over the head.
Use this Stratagem at the start of any of your Movement phases. Select a friendly Angry Marines unit with the Combat Squads special rule that has 10 models. That unit is immediately split into two separate units, each containing 5 models.

Warlord Traits[edit]

An Angry Marines Warlord cannot get the Inspiring Leader warlord Trait in the Rule book on page 186. If the Warlord of your army is an Angry Marines Character you can pick their Warlord Trait from the Angry Marine Warlord Traits table seen below.

  • 1: FUCKING HERETICS!!!:
Your warlord may re-roll all failed wound rolls.
  • 2: Psychic Nutcase:
Psyker unit only.This warlord adds 2 to its psychic tests and deny the witch rolls, and knows one extra power from any psychic discipline it knows, but suffers perils in the warp from double 2’s, as well as double 1’s and 6’s.
  • 3: GET OVER HERE YOU FUCK!!!: This warlord looks at the two dice that everyone else has to roll for a charge and said “FUCK THAT SHIT!!!”
Your warlord charges D6+6" instead of 2d6" and may reroll charge distances.
  • 4: DAKKA DAKKA MOTHER FUCKERS!!!: Although a very rare occurrence, some Angry Marines prefer ranged weapons over melee ones. In their private quarters their chainsaws sit gathering dust while their bolt weapons sit shiny, and in excellent working order.
Your Warlord may fire all of its weapons twice each time it shoots, but the second time it shoots that round of shooting suffers minus 1 to hit.
  • 5: T’IS BUT A FUCKING FLESHWOUND!!!:
Your warlord heals D2 previously lost wounds at the start of each of your turns.
  • 6: WHO THE FUCK DO YOU THINK I AM?!!!:
Enemy units within 3” of this unit always fight last in the fight phase and reduce their attacks characteristic by 1, to a minimum of 1.

Iratomancy Discipline[edit]

As is well known and documented, the warp is affected and mirrors the thoughts and actions of those in the real world, regions of disease become Nurgle’s playground, and downtown Amsterdam becomes Slaanesh’s bedroom in the warp. Then in the case, what are regions in the warp like which are influenced by the Angry Marines? Nobody knows, as much as Khorne would like to benefit from the Angry Marines they are far too zealous and emprah-bothering for him to feed on their energies, and nobody (alive at least) has entered Angry Marine warp space to find out what it’s like and what daemons live there.

Either way, Angry psykers draw on Angry warp energies to fuel their power, but are not solely reliant upon it, being angry enough themselves to provide power for any spell they may wish to cast, and in a fair few cases, spells from the Iratomancy discipline is simply the psyker cursing incredibly loudly at his target. Why such psykers suffer perils in the warp is still unknown, but it is theorised that they simply shout so loud that they temporarily lose their voice and have to sit down for a while, not something they would willingly admit.

Before the battle, generate the psychic powers for Psykers that can use powers from the Iratomancy Discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

  • 1: FUCK HEAT!!!
Warp Charge: 6
The Angry Marines dislike their weapons exploding and killing them. Not only is it a waste of good "ANGRY BASTARDS!!!" But it gets in the way of their desire to spam the trigger on their plasma weapons like a spastic ork on cocaine.
If manifested, select a friendly Angry Marines unit with at least one weapon from the Plasma Weaponry list. The targeted unit may re-roll all failed hit rolls for weapons with plasma in its name (or is agreed with your opponent that it is a plasma weapon, despite not having plasma in the name), until your next Psychic phase, even on Overwatch.
  • 2: FFFFFFFF...!!!
Warp Charge: 6
Angry Marines often find themselves outnumbered by their foes, which isn't a problem for them as it means that there's plenty of heads to bash. But sometimes they are so numerous that even an Angry Marines would be dragged down by sheer weight of numbers without some extra help.
If manifested, choose an Angry Marines Infantry unit within 12" of the psyker, that unit adds one to its attack characteristic until your next Psychic phase. If that unit fights during the Fight phase against a unit which outnumbers them, then it adds two to its attack characteristic instead. If the unit is outnumbered two to one or more, it adds three to its attack characteristic instead. This Psychic Power is not cumulative with the RIP AND TEAR!!! and ALL THE RAGE!!! Psychic Powers.
Warp Charge: 8
The psyker bellows at nearby Angry Marines to "GET YOUR FUCKING ACTS TOGETHER!!! I'VE SEEN TAU FAGGOTS FIGHT FUCKING BETTER THAN YOU ARE RIGHT NOW!!! YOU'RE NOT GIVING THE BASTARDS A LIGHT SPANKING AND SOME FUCKING FOREPLAY!!! JUST HIT THE FUCKERS YOU LAZY BASTARDS!!!" Although not really a psychic power, it still has the desired effect of making nearby Angry Marines frothing at the mouth psychos (even more than usual) to an extent that even Savlar Chem Dogs will say "Jesus Christ *BLAM*HERESY! God Fucking Emperor, they're a bit over the top aren't they?"
If manifested, until your next Psychic phase all Angry Marines Infantry units within 6" of the psyker add 1 to their attack characteristic and add 1 to their wound rolls in the Fight phase. This Psychic Power is not cumulative with the FFFFFFFF...!!! and ALL THE RAGE!!! Psychic Powers.
  • 4: FUCK YOUR PSYCHIC SHIT!!!:
Warp Charge: 5
There are very few minds which are more potent, belligerent or stubborn than those of an Angry Marine, let alone an Angry Marine psyker. Such a psyker can simply throw his will at an any enemy psyker, distracting them and those around them with a range of insults which they can't get out of their heads.
If manifested, choose an enemy Psyker unit within 24" of the caster. Until your next Psychic phase that Psyker and all Psyker units within 6" of it suffer -1 to their manifestation and deny rolls. This power may target Characters even if they’re not the closest unit.
  • 5: ALL THE RAGE!!!:
Warp Charge: 6
The psyker removes any remaining veneer of normality from his target, revealing the pure, unadulterated hatred within. Watching a librarian go from a red and yellow psychopath, screaming profanity left, right and centre while mowing down his foes, to a red and yellow psychopath, whose screams of profanity literally rupture brain cavities and who mows down his foes with eyes of burning fire, is enough to make even an Angry Marine go "SHIT THAT GUYS ANGRY, OI MINDFUCKER, FUCKING DO ME NEXT!!!"
If manifested, choose an Angry Marines Character within 9" of the psyker. Until the start of your next Psychic phase, add 1 to that Character's Toughness and Attack characteristics, and enemy units within 3" of it must subtract 1 from their Leadership characteristic. This Psychic Power is not cumulative with the RIP AND TEAR!!! and FFFFFFFF...!!! Psychic Powers.
  • 6: I’M COMING FOR YOU FUCKER!!!
Warp Charge: 7
No Angry Marine wants to see a good source of RAGE wasted, especially when the results of throwing an Angry Marine captain at a unit of orks is "FUCKING HILARIOUS!!!". So, the psyker imparts part of his hatred for the enemy into a nearby unit, who then proceed to pick up the nearest head of command (it could be a land raider for all they fucking care) and lob said commander at the enemy.
If manifested, select an Angry Marines Infantry unit (which is not a Character) within 24" of the psyker and that has at least one Angry Marines Character unit (which is not a Biker or Monster) within 6" of it. The unit in question then may "throw" that nearest Angry Marines Character unit toward the nearest enemy unit. To do so, move the character 6D6" towards the nearest enemy unit and the thrown character suffers one mortal wound; it may end this move within 1" of the enemy unit and if it does, it counts as a successful charge (NOTE: that enemy unit may not Overwatch). The enemy unit then suffers D3 mortal wounds. The unit which "threw" the character and the thrown character, may not shoot in the following Shooting Phase, but may still charge in the Charge Phase.

Litanies of Hatred and Vitriol[edit]

Specialist Detachments[edit]

Specialist detachments allow you to build your army around a certain theme and provide you with access to unique warlord traits, relics, stratagems and psychic powers, at the cost of restricted unit composition.

Captain Fuckingham’s Fan Club (1 CP)[edit]

All Angry Primaris units in this Specialist Detachment gain the Captain Fuckingham’s Fan Club keyword.

Stratagems:

  • FOR THE CAPTAIN!!! (1 CP):
Use this Stratagem at the beginning of any phase. Until the end of that phase, Angry Primaris units within 6” of CAPTAIN TANTRUMUS FUCKINGHAM ignore damage received on a 5+ on a D6.

Warlord Trait:

  • Secret Codex Reader: Although all primaris marines are screened for suitable levels of rage before they are let out into combat, some angry primaris marines still (super duper secretly) read and follow the codex adeptus astartes. Although widely regarded as toilet paper at best, such primaris marines understand that the codex does have a few useful things to say on a few topics, and have learnt to share such knowledge with their fellow marines in a manner which they find palatable. “COURAGE AND HONOUR YOU FUCKTARDS!!!”
Your Warlord and friendly Angry Primaris units with 6” of it may retreat from combat and then either fire their weapons in the following shooting phase at a minus 1 to hit, or charge in the following charge phase.

Relic:

  • Properly Functioning Iron Halo: The angry marines are not known for their high quality, functioning relics. Iron halos, in particular, do not survive the millennia well, being used for everything from bottle openers to honey badger litter box cleaners.
A model with this relic has a 4++ invulnerable save and adds 1 to its armour save rolls. If this model already has an invulnerable save then it may instead add 1 to its invulnerable save rolls. However, all non-Angry Primaris units within 6” subtract 1 from their leadership characteristic.

Melee-only Mob (2 CP)[edit]

All infantry units armed only with non-standard melee weapons and pistols in this Specialist Detachment gain the Melee-only Mob keyword.

Some angry marines feel that the chapter is beginning to include too many ranged weapons in their arsenal. Such marines like to talk about the good old days of the chapter (back before they had a codex) when the only thing an angry marines had to fight with was his trusty chainsword, another trusty chain sword, and whatever loose limbs he could find lying around that he could get a good swing with.

Warlord Trait:

  • Happy Go Choppy: Some Angry Marines are capable of being choppy all day. While some like to punch, others kick, or stomp, or bludgeon, some simply want to take a sharp(ish) object and hack away at something. Such angry marines aren’t even that foul mouthed, they are quite content to cut, hew and slice all day. Although clearly an admirable desire, most angry marines find such individuals...a bit weird.
Each hit roll in the fight phase of 6+ made by your Warlord counts as 3 hits instead of 1 (this overrides the extra attacks created by hits of 6+ from ALWAYS ANGRY!!!). In addition to this, any melee weapons this unit possesses which would provide an additional attack/s as one of their abilities provide an extra attack on top of the number of extra attacks the weapon would normally provide. However, a unit with this trait may not use any ranged weapons it is equipped with.

Stratagems:

  • Furious Strikes (1 CP):
Use this Stratagem during the Fight phase. Select a Melee-only Mob unit; reduce that unit's weapon skill by 1 (eg. A 3+ weapon skill would become a 4+ weapon skill). However, hit rolls of 6+ made by that unit generate an additional hit and improve the Ap of that attack by 1.
  • Irate Bastard (1 CP):
Before the battle begins choose a Melee-only Mob Character in your army. That Character gains the Irate Bastard keyword and ignores all negative modifiers to its hit rolls.

Relic:

  • The Butcher’s Chainsaws: A bloody and rusted chainsaw found deep within the armoury of the MAXIMUM FUCK. Nobody knows who it belonged to (other than it had to be an angry marine because of its red and yellow paint job), but along the weapons side are tallies, counting the tens of thousands of creatures the weapon has killed, and despite the weapons disrepair, it still cuts through flesh like it wasn’t there. Angry Marine officers are reluctant to carry such a weapon, because, although it is certainly an incredibly powerful item, they are worried what the original owner might do to them if they come back and find someone else using it.
Model with two Chainsword or Mastercrafted Chainsword only. The Butcher’s Chainsaws replaces the bearer's two Chainswords or Mastercrafted Chainsword with the following profile.
Weapon Range Type S AP D Abilities
The Butcher’s Chainsaws Melee Melee User -3 2 When the bearer of this relic fights in the fight phase they may make 4 additional attacks with this weapon. In addition to this, add 1 to the hit rolls made for attack with this weapon.



Psychic Power:

  • Psychic Steroids:
Warp Charge: 7
A power which has been made illegal in competitions because of the large numbers of casualties it causes, and because “ANGRY MARINES DONT NEED FUCKING STEROIDS TO KICK ASS!!!”
If successfully manifested, select a Melee-only Mob infantry unit within 12” of the caster. Until the end of your turn, that unit may charge after advancing and rolls an additional dice when advancing or charging and discards the lowest dice. However, at the end of your turn roll a D6 for each model in the unit; on a 1 that model suffers a mortal wound. If any models are lost then the unit must take a morale test at minus 1 leadership.

The Burners of the Codex (1 CP)[edit]

All Black Brother units in this Specialist Detachment gain the The Burners of the Codex keyword.

The Black Brothers find it hard to mingle amongst other angry marines. It’s not that their achievements and profanity aren’t appreciated. They are. Black brothers are seen as complete badasses by other angry marines. It’s just... that much fire is difficult to be around. Black brothers insist on going around in full power armour constantly on fire, charing furniture and flesh alike. This means that even in conventional/non-black brother armour you can only have a 2-second conversation with a black brother marine while running away from them, or via a megaphone, due to the risk of being cooked alive. This means that in battle the black brothers are kept away from the normal, angry marines forces wherever possible in order to reduce unnecessary injuries.

Warlord Trait:

  • Internal Furnace: The highest-ranking Black Brothers have internal biology more akin to a combustion engine, with blood vessels pumping molten hate, their digestive system converting food into vitriol, and their lungs scorching the very air they breathe. Upon death, such individuals do not die... quietly.
When a unit with this trait is slain, every unit within 3D3" suffer D6 mortal wounds.

Relic:

  • The Eternally Burning Codex: A copy of the Codex Astartes which, for whatever reason, won't burn. It is on fire, but while all other codexes will be nought but ash after five minutes, this codex just sits there. On fire. For a while the black brothers threw all the fire they had at the codex to try and reduce it to soot and randomly floating CO2 molecules, they used flamers, meltas, jet packs, Molotov’s. They even extended the definition of “fire” temporarily to include short-range plasma weaponry, but not even ionised gas could destroy the book. Thankfully, however, the codex also serves as an effective melee weapon and as an encouragement to all black brothers in range to “BURN FUCKING BETTER YOU BASTARDS!!!”
Models with a Power Bat Only. The Eternally Burning Codex replaces the bearer's Power Bat and has the following profile:
Weapon Range Type S AP D Abilities
The Eternally Burning Codex Melee Melee +1 -1 3 Friendly The Burners of the Codex units that are within 3" of the bearer of this Relic add 1 to the number of hits caused by all their weapons which automatically hit their target.



Psychic Power:

  • Purifying Thoughts of Fire and Fury:
Warp Charge: 7
MAY THE GOD EMPEROR HAVE MERCY UPON YOUR PITFUL FUCKING SOULS!!! MAY THE FIRE OF HIS FUCKING WILL CLEANSE THE GALAXY OF YOUR SHIT LICKING PRESENCE!!!
If manifested select a friendly unit within 6” of the caster which is equipped with weapons which automatically hit their target. That unit improves the Strength and Ap of these weapons by 1.

The Silent Ones (1 CP)[edit]

All Silencer and Terminator units in this Specialist Detachment gain the The Silent Ones keyword.

Normal Angry Marines can find the silence of terminators and silencers rather unnerving. They find something weird about seeing a marine in the red and yellow of their chapter making no noise whatsoever, just glaring from behind glowing eye lenses.

Warlord Trait:

  • Especially Silent: Silencers and terminators take their silence another step further, mastering the art of moving silently, breathing silently, farting silently, to the point that their silent deadliness has a measurable effect on the warp.
Psychic powers manifested within 18” of your Warlord automatically fail. In addition to this, this model knows the Sucking Darkness psychic power in addition to all its other powers and gains the Null keyword if it did not already possess it.

Stratagems:

  • xxx

Relic:

  • Sergeant Shitbucket’s Bucket of Shit: The “banner” of the now-deceased Sergeant Shitbucket, a terminator from the battle barge, CONSIDERABLE SHOUTING, where he met his awesome demise, by jumping out of his battle barge in low orbit and plummeted to the planet below to impact upon a particularly stubborn demon prince. The truly amazing death of the Sergeant and his decisive defeat of the demon prince has firmly secured Shitbuckets name on the angry marine list of most awesome and badass deaths of all time (for reference, he is just below battle brother dick slapper on the list, who died by shitting a krak grenade into the mouth of a hive tyrant). In his fond memory, an angry marine may choose to carry Shitbuckets bucket of shit into battle, although few choose to these days, as the bucket does smell particularly rancid.
Attacks against the bearer of this relic suffer -1 to hit. In addition to this, enemy units with 3” of this model suffer -1 to their leadership characteristics.

Psychic Power:

  • Sucking Darkness:
Warp Charge: N/A
The most potent bulls are capable of channelling the emptiness of their psychic presence at their enemies, resulting in terror amongst the nulls foes as the background hum of the universe simply...vanishes.
This psychic powers may only be cast by a model with the Null keyword and does not count towards the maximum number of psychic powers this model may cast in a turn. If manifested, pick the nearest enemy unit and roll 2D6 and compare the result with its leadership characteristic of the nearest enemy unit. If the value exceeds that unit's leadership characteristic then it has to subtract 1 from its leadership characteristic until the start of your next psychic phase. Repeat this process until the enemy unit has suffered minus 4 to its leadership characteristic or you fail the roll.

Titanic Throng (1 CP)[edit]

All Titanic units in this Specialist Detachment gain the Titanic Throng keyword.

It’s hard to truly mingle and be part of a group of people when you ride a 10-meter tall metal monster into battle. The world feels so small, it’s players so squishy and their firepower so...weak. It’s an understandable but dickish viewpoint which is held by the truly colossal units within the Angry Marines.

Warlord Trait:

  • Truly Massive: Some titans are just head and shoulders more massive than their brethren. Maybe they were just built larger, or perhaps their original owner may have modified them with additional ablative armour, or maybe the Titan has just spent too long eating tyranid super heavies.
Add 6 to your Warlord's maximum wound characteristic. In addition, your Warlord ignores damage received on a 5+, but has to subtract 4” from its movement characteristic.

Relic:

  • Colossal Chain Flail:
Titanic Throng model with Thunderstrike Gauntlet only. The Colossal Chain Flail replaces the bearer's Thunderstrike Gauntlet and has the following profile:
Weapon Range Type S AP D Abilities
Colossal Chain Flail (Swing) Melee Melee User -2 D3 Make 3 hits rolls for this weapon. Damage inflicted by this weapon passes on over to other models in the targeted unit.
Colossal Chain Flail (Strike) Melee Melee X2 -4 6 Subtract 1 from the hit rolls for this weapon.


Wargear[edit]

Melee Weapons[edit]

  • Adamantium 2”x4” with a nail through it: A special weapon only reserved for the elite of the Angry Marines, rare due to the sheer effort of getting a nail into a piece of Adamantium. The thing that all melee weapons aspire to be, brutal, simple and terrifying in equal measure, not that you'll have time to appreciate it if your heads on the receiving end of its swing.
Adamantium 2”x4” with a nail through it
Weapon Range Type S AP D Abilities
Adamantium 2”x4” with a nail through it Melee Melee +2 -4 D3 -
  • AECOS:
Weapon Range Type S AP D Abilities
AECOS Melee Melee +1 -1 1 Each time the bearer fights, it can make D3 additional attack with this weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
  • Chainweapons:
Chainsword: For those wishing to see the Angry Marines for themselves then your common or garden variety of marine will be carrying two of these (disclaimer, visiting the Angry Marines for sightseeing purposes may result in severe blood loss, blunt force trauma to the head, chainsaws up your anus up to and including total existence failure, you have been warned).
Chain-Axe: Khorne gets a slight boner when he sees the Angry Marines rock up with some of these, them he gets sad and pumps iron for a few years as he remembers that "WE ANGRY MARINES FUCKING HATE THOSE WORLD EATERS!!! THEY ONLY CARRY ONE MELEE WEAPON!!! THAT KHARN CUNT IS PRETTY FUCKING ANGRY THOUGH!!!"
Weapon Range Type S AP D Abilities
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Chain-Axe Melee Melee +1 -1 1 -
Archeotech Chainsword Melee Melee +1 -2 2 Each time the bearer fights, it can make 1 additional attack with this weapon.
Chain Glaive (Sweep) Melee Melee User -1 1 When fighting with this profile, each hit counts as 2 hits instead of 1.
Chain Glaive (Strike) Melee Melee +4 -3 2 -
  • Lightning Claw: The classic "I don't care what toughness you have, I'm just going to keep rerolling my wound rolls until you die from blood loss or boredom" weapon, even more potent with that strength 5 the Angry Marines are running around with.
Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 You can re-roll failed wound rolls for this weapon. If a model is armed with two Lightning Claws, each time it fights it can make 1 additional attack with them.
  • Power Weapons:
Power Chair
Power Chair: Same power as the power bat and power wrench but with a bashing effect. First started with an Angry Marine Initiate who was having a fight with another Initiate who used a chair, used all energy from the power bat, and smashed the initiate in the head. This was then developed into the Angry Marine arsenal. To this day the unconscious initiate is still in the med bay of strike cruiser "DIPSHIT" because "HE IS A FUCKING PUSSY WHO CANNOT FIGHT HIS WAY OUT OF HIS SLEEP, SLANNESHI-SLEEPING-SLOTH-SHITE!"
Power Bat
Power Bat: For when you can't be fucked with dealing with swarms of guardsmen.
Power Chair: For those times when you just really need to wound titans on 3+, bonus points if you destroy a titan by having a marine hack away at its ankles with one of these.
Power Feet
Power Feet: Power Feet are weapons in the shape of the boots of Power Armor, sized up to disruptor energy fields commonly found in Power Fists.
Power Fist: Only works if you laugh maniacally and shout "ITS FISTING TIME!!!" Or "I CAST FIST!!!"
Power Sword: For when you can't be fucked with dealing with power armor.
Power Wrench
Power Wrench: For those bipolar moments when neither a sword or a bat will do the job.
Weapon Range Type S AP D Abilities
Power Axe Melee Melee +1 -1 D3 -
Power Bat Melee Melee +2 -1 1 -
Master-Crafted Power Bat with a Nail through It Melee Melee +2 -2 2 -
Power Boots Melee Melee +3 -2 D3 When attacking with this weapon, you must subtract 2 from the hit roll.
Power Chair Melee Melee +7 -2 2 A model can only carry one Power Chair.
Power Feet Melee Melee +2 -2 2 When attacking with this weapon, you must subtract 2 from the hit roll.
Power Fist Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
Power Sword Melee Melee +1 -3 1 -
Power Wrench Melee Melee +2 -1 D3 -
  • The Bag of Dylad: A Mastercrafted Adamantine Sack of Power Doorknobs.
Weapon Range Type S AP D Abilities
The Bag of Dylad Melee Melee +3 -2 D3 When attacking with this weapon, you must subtract 1 from the hit roll, each hit with this weapon counts as D2 hits. In addition, any wound rolls of 6+ made for this weapon cause D3 mortal wounds instead of the normal damage.
  • The Hell Glove:
Weapons Range Type S AP D Abilities
The Hell Glove Melee Melee +5 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
  • The Fang of RAGING Desert:
Weapons Range Type S AP D Abilities
The Fang of RAGING Desert Melee Melee +4 -4 4 Subtract 1 from invulnerable save rolls made against this weapon. If you roll a wound roll of 6+ for this weapon, it inflicts 2D3 mortal wounds instead of its normal damage; 4 if the target is a Daemon or a Psyker.
  • Imperium Maximus
Weapon Range Type S AP D Abilities
Imperium Maximus Melee Melee x2 -4 2 -
  • Thunder Hammer:
Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.

Ranged Weapons[edit]

  • Angry Grappa: To put it simply, an angry grappa is just a huge harpoon gun with an adamantium chain and a powerful motor, used to tow the Belligerent Engine itself close to big things like tanks or monsters.
Weapons Range Type S AP D Abilities
Angry Grappa 12" Assault 1 8 -4 1 If this weapon managed to remove one wound from either a Monster or a Vehicle, the bearer may re-roll charge distances if it charges that model.
  • Assault Cannon:
Weapons Range Type S AP D Abilities
Assault Cannon 24" Heavy 6 6 -1 1 -
  • Autocannon:
Weapons Range Type S AP D Abilities
Autocannon 48" Heavy 4 7 -1 2 -
  • Bolter Weapons:
Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -
Boltgun 24" Rapid Fire 1 4 0 1 -
Bolt Rifle 30" Rapid Fire 1 4 -1 1 -
Auto Bolt Rifle 24" Assault 3 4 0 1 -
Storm bolter 24" Rapid Fire 2 4 0 1 -
Hurricane Bolter 24" Rapid Fire 6 4 0 1 -
Master-crafted Heavy Bolt Pistol 18" Pistol 2 4 -1 2 -
Heavy Bolter 36" Heavy 3 5 -1 2 -
Power Heavy Bolter 36" Heavy 3 5 -1 2 -
Heavy Bolter Gatling Gun 24" Heavy 6 5 -1 2 -
Heavy Bolter Gatling Cannon 30" Heavy 12 5 -1 2 -
Rapid Fire Heavy Bolt Pistol 12" Pistol 2 4 -1 1 If the target is within half range of this weapon,

change this weapon's Type to Pistol 4.

  • Combi Weapons:
Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 12" Assault D6 4 0 1 This weapon automatically hits its target.
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 If the target is within half range of this weapon, change this weapons damage to D6+2.
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun) 24" Rapid Fire 1 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
  • Flame Weaponry:
Weapons Range Type S AP D Abilities
Hand Flamer 12" Pistol D6 3 0 1 This weapon automatically hits its target.
Hand Flamer of Wrath (Standard) 12" Pistol D6 3 0 1 This weapon automatically hits its target.
Hand Flamer of Wrath (Super Heated) 12" Pistol D6 4 0 2 This weapon automatically hits its target. Roll a D6 each time you fire this weapon, on a roll of 1, the bearer is immediately slain.
Flamer 12" Assault D6 4 0 1 This weapon automatically hits its target.
Flamer of Wrath (Standard) 12" Assault D6 4 0 1 This weapon automatically hits its target.
Flamer of Wrath (Super Heated) 12" Assault D6 5 0 2 This weapon automatically hits its target. Roll a D6 each time you fire this weapon, on a roll of 1, the bearer is immediately slain.
Heavy Flamer 12" Heavy D6 5 -1 1 This weapon automatically hits its target.
Heavy Flamer of Wrath (Standard) 12" Heavy D6 5 -1 1 This weapon automatically hits its target.
Heavy Flamer of Wrath (Super Heated) 12" Heavy D6 6 -2 2 This weapon automatically hits its target. Roll a D6 each time you fire this weapon, on a roll of 1, the bearer is immediately slain.
  • Grenades:
Weapon Range Type S AP D Abilities
Frag Grenades 6" Grenade D6 3 0 1 Blast
Krak Grenades 12" Grenade 1 6 -1 D3 -
Fragstorm Grenade Launcher 18" Assault D6 4 0 1 Blast
Krakstorm Grenade Launcher 18" Assault 1 6 -1 D3 -
  • Heavy Stubbers:
Weapons Range Type S AP D Abilities
Heavy Stubber 36" Heavy 3 4 0 1 A unit that suffer an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.
Ironhail Heavy Stubber 36" Heavy 3 4 -1 1 A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.
Rageus Ironhail Heavy Stubber 36" Heavy 3 4 -1 1 Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can Fly; otherwise subtract 1 from the hit roll. A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.
  • Ironhail Sky-talon Array:
Weapons Range Type S AP D Abilities
Ironhail Sky-talon Array 36" Heavy 6 4 -1 1 When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can Fly; otherwise subtract 1 from the hit roll.
  • Laser Weaponry:
Weapons Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -
Las-talon 24" Heavy 2 9 -3 D6 -
  • Melta Weaponry
Weapons Range Type S AP D Abilities
Infernus Pistol 6" Pistol 1 8 -4 D6 If the target is within half range of this weapon, change this weapons damage to D6+2.
Meltagun 12" Assault 1 8 -4 D6 If the target is within half range of this weapon, change this weapons damage to D6+2.
Multi-melta 24" Heavy 2 8 -4 D6 If the target is within half range of this weapon, change this weapons damage to D6+2.
  • Missile Weaponry:
Weapons Range Type S AP D Abilities
Icarus Rocket Pod 24" Heavy D3 7 -1 2 Blast
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 Blast
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -
Bellicatius Missile Array (Frag Missile) 48" Heavy 2D6 4 0 1 Blast
Bellicatius Missile Array (Krak Missile) 48" Heavy 2 8 -2 D6 -
Bellicatius Missile Array (Icarus) 48" Heavy D3 7 -1 D3 Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can Fly; otherwise subtract 1 from the hit roll.
Typhoon Missile Launcher (Frag Missile) 48" Heavy 2D6 4 0 1 Blast
Typhoon Missile Launcher (Krak Missile) 48" Heavy 2 8 -2 D6 -
Hunter-killer Missile 48" Heavy 1 10 -2 D6 The bearer can only shoot with each Hunter-killer Missile it is equipped once per battle.
Stormstrike Missile Launcher 72" Heavy 1 8 -3 3 -
  • Onslaught Gatling Cannons:
Weapon Range Type S AP D Abilities
Onslaught Gatling Cannon 24" Heavy 6 5 -1 1 -
Heavy Onslaught Gatling Cannon 30" Heavy 12 5 -1 1 -
  • Plasma Weaponry:
Weapons Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Supercharge) 12" Pistol 1 8 -3 2 If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Plasma Gun (Standard) 24" Rapid Fire 1 7 -3 1 -
Plasma Gun (Supercharge) 24" Rapid Fire 1 8 -3 2 If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Plasma Cannon (Standard) 36" Heavy D3 7 -3 1 -
Plasma Cannon (Supercharge) 36" Heavy D3 8 -3 2 If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Heavy Plasma Cannon (Standard) 36" Heavy D3 7 -3 1 -
Heavy Plasma Cannon (Supercharge) 36" Heavy D3 8 -3 2 If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
  • Rocket Fisters:
Rocket Fister: To get around the standard Angry Marines terrible skill with a gun, the Tech-priests created a weapon which allowed a squaddie to still punch things, but at range. The person wielding the weapon simply punches towards an enemy which is out of range and the weapon fires a fist towards said enemy, punching the enemy. Despite this, however, the weapon doesn’t see much use simply because punching people at range is nowhere near as satisfying as punching them over and over again with your actual fists.
Weapons Range Type S AP D Abilities Points Per Weapon
Rocket Fister 18" Assault 1 8 -3 D3 When rolling to hit with this weapon, use the bearer's "WS" instead of its "BS" and subtract 1 from the hit roll. If the target is within half range of this weapon, change this weapon's Type to Assault 2. 13
Heavy Rocket Fister 30" Heavy 1 8 -3 D3 When rolling to hit with this weapon, use the bearer's "WS" instead of its "BS" and subtract 1 from the hit roll. If the target is within half range of this weapon, change this weapon's Type to Heavy 2. 13
The feared ass-cracking himself, the Rocket Fister.
  • Rocket Propelled Chainsaw:
Hunter-killer missiles aren't brutal looking enough in the eyes of Angry Marines, so they replaced them with fucking EVISCERATORS on guided missiles.
Weapons Range Type S AP D Abilities
Rocket Propelled Chainsaw 48" Heavy 1 10 -4 D3 This weapon can only be fired once per battle.
  • "Smoke" Launcher:
Weapons Range Type S AP D Abilities
"Smoke" Launcher 12" Heavy 2D3 4 -1 1 -
  • The Hell Glove:
Weapons Range Type S AP D Abilities
The Hell Glove 12" Pistol 3 4 -1 2 -
  • The Sandstorm Assault Cannon:
Weapons Range Type S AP D Abilities
The Sandstorm Assault Cannon 24" Assault 5 6 -1 2 -
  • Universal Door Opener:
Weapons Range Type S AP D Abilities
Universal Door Opener 8" Assault 2 6 -1 2 If the target is within half range, change this weapon's Type to Pistol 4, add 1 to this weapon's Strength characteristic and hit rolls, and change its AP to -2.

ArteFUCKts[edit]

  • Roll of Emergency Purity Seals
Fluff:
One of the roles of a chief Reclusiarch is to ensure that the chapter remains full of nice, good, emperor bothering space marines, and not spikey, tentacle creatures wearing power armour. Chief Reclusiarch Mofo doesn't really give a shit as "ANY PUSSY WHO WOULD JOIN CHAOS IS A WORLD EATER WANNABE!!! NOT A FUCKING ANGRY MARINE!!! NOW PISS OFF IM WATCHING SOME FUCKING QUALITY CARTOONS!!!"
However, despite the fact that Angry Marines are as likely to fall to chaos as a grot is likely to defeat a dreadnaught, the Chief Reclusiarch services are still required, mostly in the blessing of random shit the marines have found to make sure that the inquisitors don't get any exterminatus based ideas. Even this minor task is too much for Mofo's non-existent patience, so he took a roll of standard, two-ply imperial toilet paper, screamed at it "YOU ARE BLESSED YOU INANEMATE PIECE OF SHIT!!!" And drew a small angry face on the first sheet.
This roll of emergency purity seals/blessed bog roll was then slammed into the face of the first Angry Marine demanding his bolter or power wrench to be blessed and followed by a bellow which was felt by a nearby battle barge "BLESS IT YOURSELF YOU CUNT WEASEL!!!" Despite the rolls unassuming appearance, it does provide significant protection to anything a sheet is slapped onto, in fact, each sheet shouts "YOU HAVE BEEN BLESSED, NOW STOP FUCKING MOANING!!!" After being used, but what's most remarkable is that the roll hasn't run out, being destroyed after many millennia of use and still has the same angry face on the first sheet.
In the direst of situations, it can even be used to wipe your arse, and marines who have done so say that "MY SHIT HOLE HAS NEVER FELT SO CLEAN!!! IT WAS LIKE WIPING MY ARSE WITH A FIELD FULL OF BUNNIES!!!" Mofo refuses to create more rolls for chapter wide, even imperium wide, use, arguing that (after he had shoved Fagbasher up the arse of the inquisitor stupid enough to ask) "ANY CUNT WHO NEEDS EXTRA PROTECTION FROM CHAOS IS A FUCKING TYRANID LOVING WHORE!!! NOW PISS OFF, IM STILL FUCKING WATCHING SOME QUALITY CARTOONS!!!"
At the beginning of each of your turns, choose a friendly Angry Marines unit within 3" of the bearer of this Relic. Until the start of your next turn, that unit cannot suffer any negative modifiers to their characteristics, or hit or wound rolls.
  • Sergeant Greenhands's SANCTIFIED Big Choppa: If you want to know more about this weapon, look at "The Green-Hands Heresy" on the Angry Marines Lore page.
Model with a Power wrench only. Sergeant Greenhands's SANCTIFIED Big Choppa replaces the bearer's Power Wrench and has the following profile:
Weapon Range Type S AP D Abilities
Sergeant Greenhands's SANCTIFIED Big Choppa Melee Melee +3 -3 2 Add 1 to any wound rolls this weapon makes against any Monster unit.
  • The Codex Angry Marines:
Fluff:
While most codices were written or printed by hand or machine, the codex angry marines was forged (although it wouldn't be surprising if the codices of the iron hands or the salamanders are forged as well). Made from a slap of steel adamantium alloy which had been pissed on for seven days and seven nights and the pages and spine were carved from the block by a team of Angry Marine Mindfuckers, using nothing but profanity, and the occasional bolter round. The crude simulacrum of a book was then brought before the Angry Marine chapter master, Temperus Maximus, for he had been ordered by the inquisition, the Adeptus Ministorum and terra, the high lords and, worst of all, the ultramarines, to make the Angry Marines codex compliant.
Maximus admired the slab of metal before him, it would be a fitting vessel for his rules to his battle brothers, and a giant middle finger to everyone else, as they never said whose codex the Angry Marines had to abide by. Flicking/snapping open the book with a quick curse which could still be heard in the cargo bays the chapter master glared at the metal page, melting words into it through sheer, undiluted contempt, drops of alloy dripping from the book to sizzle on the floor. Finally, his work done, Maximus leashed in his rage and closed the book, pausing only to read the rapidly cooling words, which said;
"JUST HIT THE FUCKERS!!!"
Opening the doors to his chambers carrying the book, Maximus found a riot (one of the technical terms for a gathering of Angry Marines, another being an arse kicking) of silent Angry Marines outside. "SO, WHAT DOES IT SAY?!!!" Shouted one with unaccustomed politeness and reverence, while the others waited for the chapter masters response. There was the pause as Maximus considered, only to get angry with himself for needing to pause, he raised the book high above his head, and brought it crashing down on the questioning marines armoured brow, sending him crashing through five floors to land in a wrathful heap. Then, fixing those amassed before him with a steely gaze which left a few temporarily blind, Temperus Maximus gave his response, in a bellow which could be heard back on terra, "YOU CUNTS SHOULD ALREADY KNOW WHATS WRITTEN IN THE FUCKING BOOK YOU COCKSUCKING, WEABOO, DEAMON FONDLING FAGGOTS!!!". The assembled marines didn't hesitate in their response, even the marine who had been smashed through the floor
"ALWAYS ANGRY, ALL THE TIME!!! ALWAYS ANGRY ALL THE MOTHER FUCKING TIME!!! SUCK ON IT YOU ULTRAMARINE BASTARDS!!! FFFFFFFFFFFFFFFUUUUUUUUUUUUUUCCCCCCCCCCCCKKKKKKKKKKKK!!!"
The resulting fight lasted several years and resulted in a death toll in the billions, but the Angry Marines didn't care, and they carried the Codex Angry Marines with them every cockshot of the way, as a reminder that they didn't need some Ultrasmurf faggot to tell them who they are and what to do, but mostly to "BEAT SOME FUCKING INQUISITORS WITH THE LITERAL FUCKING BOOK!!!" It has gotten to the point that the book itself hurls insults at the enemy, and the odd bolter shell, and maybe the odd lightning bolt, but that sort of thing stops once you apply a fresh purity seal.
There is a worry however that, as the book contains at least twenty blank pages, that the book may write in itself, an idea which has everyone, except the Angry Marines, absolutely shitting their collective pants. What might a book given semi sentience by an entire chapter’s rage write in itself? The main theory is that the book will write some brand-new curses (and by that, curses unknown to the Angry Marines, the galactic guardians of the offensive word), curses which will probably be specifically insulting to ultramarines, or perhaps the 40k universes equivalent of the word Belgium. Either way, any new words must remain unknown to the universe at large to prevent galactic level recreations of the "Raiders of the lost ark" final scene, thankfully though, the book is protected/owned by the FUCKING ANGRY MARINES, meaning that a force the size of every black crusade combined would be needed to wrest it from their adamantium grip.
Models with a Power Bat Only. The Codex Angry Marines replaces the bearer's Power Bat and has the following profile:
Weapon Range Type S AP D Abilities
The Codex Angry Marines Melee Melee +2 -1 2 Any friendly Angry Marines Infantry Core units that are within 3" of the bearer of this Relic may add 1 to their hit rolls and may re-roll all failed hit rolls. This plus 1 to hit can stack with other modifiers to more than 1.
  • The Combi-combi Flamer
Fluff:
Before he died, Master of the Armory Enfurus Ragman (MAY HE KICK BALLS AND SCREAM FOR FUCKING ETERNITY!!!) had been working on improving the standard combi flamer, a weapon much-admired/used excessively while screaming at the enemy, due to the large amounts of Dakka it could produce. Ragman desired to increased said amounts of Dakka (and maybe while he was at it add some blades or big steel rods to make it choppy as well), but was struggling to do so (like many who had come before him before they were killed by the Mechanicus for crimes against the Omnissiah).
It was on a normal, rage-filled night, Ragman was in the armoury holding a combi flamer and a roll of duct tape. He looked at the flamer, and then to the duct tape, then to the flamer, then back again, and that is when genius struck. He took the flamer, and wrapped it in several rolls of duct tape and fired it at the nearest object (a servitor as it happens). The gun (although it was now definitely a better gun because it was covered in duct tape) was no darker than before (even if it had annihilated the servitor), and so Ragman went on a "MOTHERFUCKING, AND TOTALLY JUSTIFIED RAMAGE!!!" Through the armoury. Later he realised he folly, and this time duct-taped two combi flamers together, and thus, the Combi-Combi Flamer was born.
Unfortunately, Ragman died before achieving the ultimate goal of making the flamer also choppy (duct-taping a chainsword to it) or before he could make more combi-combi flamers, otherwise the Angry Marines would have eradicated all heresy a long time ago.
Models with a Combi-Flamer only. The Combi-combi Flamer replaces the bearer's Combi-Flamer and has the followinf profile:
Weapon Range Type S AP D Abilities
The Combi-combi Flamer (Twin Boltgun) 24" Rapid Fire 2 4 -1 2 -
The Combi-combi Flamer (Twin Flamer) 12" Assault 4D3 4 0 1 This weapon automatically hits its target.
  • The Doom Guy Gun
Fluff:
A "gift" (left behind) weapon given to the Angry Marines by the honorary Angry Marine, Doom Guy, when he appeared on the battle barge Maximum Fuck while it was passing through the warp. The gun (after being analysed by angry Tech-Priests) was found to have the highest density of Dakka per kilogram, but it only worked when the wielder was moving at top speed, and it fired even faster when firing at daemons.
The Doom Guy gun was once brought to battle against the orks, who, upon seeing the gun and recognising its power, immediately surrendered to the Angry Marines (producing a level of confusion in the Angry Marines which created such a strong backlash of confusion in the warp that it prevented Tzeentch from pulling off a "Just as planned" large enough from destroying terra). When asked afterwards why they had surrendered, the ork war boss replied "So much Dakka. What can one do against such flashy bitz."
Models with a Storm Bolter only. The Doom Guy Gun replaces the bearer's Storm Bolter and has the following profile:
Weapon Range Type S AP D Abilities
The Doom Guy Gun 24" Assault 4 5 -1 2 This weapon may only fire if the bearer advanced earlier that turn. When shooting with this weapon, ignore any negative modifier to your hit rolls. If its target is a Daemon, change this weapon's Type to Assault 6.
  • The Head of Ward
Fluff:
A relic from before the unification wars, the shrunken head of the fifth (sixth) chaos god. The head sits impaled on a wooden stick and has a large cock and balls drawn on its forehead in permanent marker, from the remains of the heads neck droops a thick clump of fur, described by ancient texted as the "Crown of the neckbeards", which is said to have been awarded to the fifth/sixth chaos god for fucking over an ancient tabletop game. The head has been in the possession of a number of different parties such as (but not limited to) the ultramarines (who built a shrine to it and masturbated to it), Nurgle (as even he found it vile to gaze upon), the Eldar (who used its space and time warping aura to be complete dicks) and the pretty marines (who put makeup on it). The last owner was Slaanesh (who used it as a fleshlight) until it was swept up by the currents of the warp into the battle barge Litany of Litany’s Litany, where the Angry Marines attempted to destroy it, only to find it indestructible.
Ever since that day, the Angry Marines have been trying to get rid of the disgusting head, but even something as terrifying as Matt Ward's head, still has its uses, mostly by warping space and time around those chapters and species he had once fucked over.
Disconcerting, the head also whispers heretical ideas in the dark of night, despite how much constructive criticism/rage the Angry Marines throw at it, things like "the Ultramarines are the only true space marines" and "why don't you guys team up with the Necrons" or, worst of all "the baby carriers weren't a bad idea, it's not me who designed the fucking things". The whispers can be heard in a hundred-mile radius (even in the vacuum of space) and resulted in many sleepless nights (WHO FUCKING NEEDS SLEEP!!!) for the nearby Angry Marines until someone came up with the bright idea of keeping the head next to the Codex Angry Marines, an arrangement which results in the head crying softly, and while this crying can still be heard a hundred miles around, the moans of one of the imperium’s greatest foes is a lullaby to everyone's ears.
Friendly Angry Marines units that are within 24" of the bearer of this Relic, can re-roll hit and wound rolls of 1, against any models in any army Matt Ward has fucked up (at some point in time), which are the following armies: Blood Angels, Necrons, Grey Knights, Asuryani and fucking ULTRAMARINES.
  • The Looted, Looted, Looted, Pretty Marines "WARGH MOTHERFUCKER!!!" Banner:
Fluff:
A banner which was once owned by the pretty marines, at the time, called the "Notice Me Senpai" banner, it provided space warping properties of the same manner used by deamonettes to hide their crab claws, granting all pretty marines around it incredible beauty and two-inch-thick plot armour, as it effectively made all pretty marines within its range main characters in an anime, so how could they die. Unfortunately (for the pretty marines at least) the orks don't give a shit about anyone else's plot armour apart from their own (and Yarrick’s, da greatist an orkiest humie eva!) and proceeded to brutalise the pretty marines with their long, hard shafts/Choppas, and took the banner for themselves.
The banner was used for quite some time by ork commandos, who used its powers to make them look absolutely fabulous (or at least good looking enough to a guardsman who hasn't had sexual contact with another human for months) and thereby sneak up on enemy positions. Those they snuck up on could still see the orks but would be too busy having awkward boners etc to notice, boners which they would die with as the commandos chopped them to pieces. Over time, however, the banner began to lose its strength, being replaced more and more by Waaagh energies, and although it still provided a healthy glow to the orks (5/10 while drunk), it was no longer enough to hypnotise the enemy, resulting in the commandos being curb-stomped by a squad of stormtroopers, and the banner was then taken by the inquisition.
Thankfully, the inquisitor in possession of the banner was well travelled and cunning enough to know that xenos tech should not be dismissed out of hand (do the, how do you say it? Funky monkey) and so started experimenting on the banner, to find out how it could be both orky and pretty at the same time. However, the inquisitor made a grave mistake of being within one hundred light-years of the Angry Marines during the two years of the completion of the Codex Angry Marines, and thus became one of the many inquisitors who "WAS BEATEN OVER THE FUCKING HEAD BY THE LITERAL FUCKING BOOK!!!" And thus, finally, the banner fell into the hands of the Angry Marines, who used it (during their two-year "book tour") for their own amusement, as anyone within its range would start talking orky (DIS FUKIN BANNER IZ DA FLASHIEZT!!! WE SHODA KRUMPED DAT INQUISITOR GIT FOR IT BLOODY AGES AGO LADZ!!!).
Over time however, like every other piece of influence before it, the orky powers around the banner started to diminish, to be replaced by "RAGE MOTHERFUCKER!!!" to the point that the Angry Marines started carrying their "FUCKIN FLASHY BANNER!!!" into battle, to great effect, as it carried Pretty, Waaagh and Angry energies within it, making everyone around it "DA ANGRIEST, DA ORKIEST AND DA PRETTIEST SONS O FUCKIN BITCHES IN DA FUCKIN GALAXY!!!! WARGH MOTHER FUCKERS!!!"
Angry Primaris Ancient Lieutenant or Silencer Ancient models only. The looted, looted, looted, Pretty Marines "WARGH MOTHERFUCKER!!!" Banner replaces the bearer's Angry Astartes Banner or Banner of the Raging Desert special rule with the following: ' Angry Marines Infantry Core units within 6" of the bearer of this banner gain +1 to their Leadership and may re-roll charge distances. In addition, on a turn in which any Angry Marines Infantry Core units within 6" of the bearer of this banner make a successful charge, you can make 1 additional attack in the Fight Phase with all models in that unit. This Relic is not cumulative with the Angry Astartes Banner or Banner of the Raging Desert abilities.)'
  • The Storm Shield Surfboard
Fluff:
The anger child between a squad of Angry Terminators and an Angry Tech-Priest, while the Angry Marines were fighting daemons of Slaanesh on an ice world. At the best of times terminators are slow and purposeful, put them on a planet which is covered in a metre and a half of snow, and they might as well make them stationary. Angry Terminators are not calm beings at the best of times, but dump them in a snowdrift and have deamonettes dance around and taunt them, then you get to exploding levels of RAGE (many battle brothers were lost to such deviant tactics, MAY THEY KICK BALLS AND RAGE FOR FUCKING ETERNITY"). Such rage would also have a dramatic effect on the terminator armour, as marines would claw their way out in the nude to "FUCKING FIST THOSE DEAMONETTE SLUTS!!! HOW DO YOU LIKE BEING FUCKED BY A CHAINSWORD!!!" (Ow do it harder you're making me so god damn horny BLAM). Terminator armour is rare at the best of times, even more so in a chapter which uses them to walk into Lascannon fire for "SHITS AND GIGGLES MOTHERFUCKER!!!", and such damage makes the Angry Tech-Priests so angry that they can be used to melt glaciers.
Call us today and you can get the first three seasons of Scooby-Doo included free of charge!
So, an "alliance" was formed based on the desire to a. Get to the enemy faster and b. To not ruin terminator armour while doing so, between a five-man terminator squad, and the Tech-Priest Jordy Motherfucker, who was originally from the water covered angry world of Spectoris. After much arguing and fighting (the equivalent of a polite hello followed by tea and biscuits for the Angry Marines) Jordy suggested the use of one of the terminators' storm shields as a sled to slide over the ice slopes, in imitation of a water-based pastime from his homeworld. "But how do we make it travel uphill or over long distances?" Pondered Motherfucker out loud (being an Angry Tech-Priest, Jordy only spoke in lower case most of the time). "PUT SOME FUCKING ROCKETS OR MELTAS ON THE FUCKING BACK YOU IDIOT!!! YOUR SUPPOSED TO BE THE FUCKING CLEVER ONE AROUND HERE!!!" Replied one of the Angry Terminators, who proceeded to take his storm shield and hammer some rockets onto the back of his power hammer. Then, taking a run-up, said terminator jumped onto his storm shield and powered up the rockets.
When they found the terminator ten miles away (by following the trail of decapitated, mutilated and fisted deamonettes) at the bottom up an icy hole all he would say was "I'M FUCKING DOING THAT AGAIN!!!" as he kept trying to remount his now drained storm shield. Since then, the Storm Shield Surfboard has been fitted with improved fuel tanks, more reliable/non-exploding rockets, an Angry levitation system (borrowed) from the Angry Repulsor tank, a front edge force field for added decapitation, cup holders and a tv which plays constant runs of an old earth show called "Scooby-Doo", a show which is believed to be the very same "FUCKING QUALITY CARTOONS!!!" That Reclusiarch Mofo has been watching for all this time. Nobody has yet been able to create more Storm Shield Surfboards, as the board is more owned by a single marine who refuses to let anyone else use/play with it, meaning that for someone else to use it, say a tech priest, he will either have to wait for the current "owner" to die, become incapacitated in some way, or have the board confiscated by a mob of Angry Tech-Priests or a high-ranking chapter member.
Infantry models without the Jump Pack keyword with a Storm Shield only. The Storm Shield Surfboard replaces the bearer's Storm Shield. A model equipped with the Storm Shield Surfboard gains a 12" movement characteristic, the Fly keyword and has a 3+ invulnerable save against attacks made in the Fight phase. If this model successfully charges a unit, that unit suffers D3 mortal wounds.

Other Wargear[edit]

  • Angry Marine Launchers: The greatest and most controversial of all the Angry Marines "unique" weapons, as it allows marines to be launched over long distances to impact with a nice solid BOOM into their enemies. On the other hand, some poor fuck has to fire the weapon at the enemy and be left behind, alone and without anything to punch (FUCKING PUSSY!!! HE SHOULD STOP COMPLAINING AND PUNCH THE FUCKING GROUND AND BE FUCKING THANKFUL WE DIDN'T LEAVE HIM CHAINED UP!!!).
A unit with this equipment gains the Rocket Propelled Angry special rule:
-Rocket Propelled Anger: Flying grenades will make people run for cover, missiles will result in the activation of void shields, cyclonics will have all nearby praying to their gods. Only the sight of Angry Marines soaring through the sky, trailing fire and profanity, will cause all those in sight to despair and abandon all hope, for they know that they are well and truly fucked.
In the Assault phase, chose a single Angry Marine Infantry unit (that doesn't also have the Jump Pack, Terminator or Black Brothers keyword) that consists of X* models or less that is within 3" of an Angry Devastator Squad with one or more Portable Angry Marine Launchers; that unit may charge any enemy unit within 24" (instead of within 12") and may roll 4D6 when making its Charge move (instead of 2D6). If the charging unit ends its charge move within 1" of the enemy unit, all models in both the charged and charging unit suffer a hit resolved at Strength 5, AP 0 and Damage 1. If the Angry Devastator Squad fires itself, it loses all its Portable Angry Marine Launchers in the process because they are to be left behind, also nominate one poor Asshole who is left behind because SOMEONE NEEDS TO PULL THE FUCKING TRIGGER, that model is removed as a casualty as it scuttles of the battlefield raging on about what a fucking asshole you are for choosing him.
*X is 2 if the Angry Devastator Squad has only 1 Portable Angry Marine Launcher. X is 5 if this unit has only 2 Portable Angry Marine Launchers; X is 7 if the unit has only 3; X is 10 if the unit has 4 Portable Angry Marine Launchers.
  • Assault Launchers: x
If this model is equipped with Assault Launchers and finishes a charge move within 1" of an enemy unit, roll a D6. On a 4+ that unit suffers D3 mortal wounds.
  • Camo Cloaks: You can’t hit what your can’t see. Although, the maxim is somewhat ruined by the fact that what you can’t see is swearing at the fact that they have to stay unseen.
If every model in a unit has a Camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.
Cigar
  • Cigar: The Angry Marines enjoy a good smoke; it keeps them focussed under fire. Although what it is they smoke in order to get an effect with space marine physiology is unknown.
A model with this item may add 1 to its Leadership.
  • Dozer Blade: Why is it only Astra Militarum that can get Dozer blades to their Vehicles?
If a vehicle with a Dozer blade charges in the Charge Phase, add 1 to hit rolls made for it until the end of the ensuing Fight Phase.
  • Grapnel Launchers: WHO FUCKING NEEDS STAIRS WHEN YOU CAN STAB A BUILDING AND PULL YOURSELF TO THE FUCKING TOP!!! STAIRS ARE FOR FUCKING SERFS WHO CAN'T YET LEVITATE THROUGH PURE HATRED FOR THE FLOOR!!!
  • Irrate Warding Sigils: Red graffiti painted on by a Mindfucker provide additional protection over the normal red graffiti.
A unit equipped entirely with this equipment has a 6+ invulnerability save and may deny 1 psychic power each psychic phase as of it were a psyker.
  • Plutonium Bolter Shells: Angry Marines may not be the biggest fans of ranged weapons, but ranged weapons which reduce their enemies to feeble foes.
This may only be taken by a unit equipped entirely with Bolt weapons. An enemy unit which receives damage from a unit equipped with Plutonium Bolter Shells in the Shooting or Overwatch phase reduce their toughness by 1 until the next turn.
  • Ranged Weapon Force Field:
A model equipped with a ranged weapon and no other melee weapons. A model equipped with a Ranged Weapon Force Field counts as being equipped with a Power Bat, but subtracts 1 from its hit rolls in the fight phase.
  • Sticky Web Cannon: x
If this model is equipped with a Sticky Web Cannon, in your Shooting phase, you may choose an enemy Infantry unit within 8" of this model to be the target of its Sticky Web Cannon. if you do so, that enemy unit must subtract 3 from its Move characteristic, and subtract 2 from its Advance and Charge roll, and subtract 1 from its hit rolls until the beginning of your next Shooting phase.
  • Storm Shield: TRY AND GET TO ME THROUGH THIS BITCHES!!!
A model equipped with a Storm Shield has a 4+ invulnerable save. In addition, add 1 armor saving throws made for that model.

Angry Marines Wargear List[edit]

Other Wargear[edit]

-Assault Launchers - 5 pts.
-Camo Cloack - 5 pts./model
-Cigar - 1 pts.
-Dozer Blade - 5 pts.
-Grapnel Launcher - 2 pts./model
-Portable Angry Marine Launcher - 10 pts./model
-Sticky Web Cannon - 15 pts.

Units[edit]

HQ[edit]

Angry Captain Satchel[edit]

Fluff:

Satchel is the seemingly invulnerable Captain of the 2nd Company, a man with balls even harder and larger than the sack full of doorknobs he carries.

And he needs those balls, as for whatever reason, The Bag of Dylad he carries has been cursed (blame Tzeentch, it's always his fault), a curse which has claimed every other person who has carried it. Not Satchel though, so far he has survived:

  • a fight with a Blood Thirster (it's said that Satchel carries around one of its chopped off horns inside his bag of doorknobs.
  • being set on fire by the sisters of battle (an event which Satchel said was "ONLY A MINOR FUCKING NUISANCE!!!")
  • having his toilet turn out to be a scout titan (CREEEEEEEEDDDD) while he was using it, thankfully his huge shits burnt through the titan’s hull, immobilising it before it could cause any damage.
  • being "accidentally" ejected into the vacuum of space by Reclusiarch Mofo for interrupting him "WATCHING THE FUCKING QUALITY CARTOONS!!!" He had been watching at the time.
  • an arm wrestle with Sly Marbo, a wrestle he lost (of course), but the fact that losing didn't shatter him into a million tiny pieces has deemed him worthy enough for Sly Marbo to add his number to his phone (Sly Marbo doesn't need a phone, he simply visits you in your dreams and beats up your dreams).
  • and, last but not least, having sex with a deamonette. The deamonette refuses to talk about the incident (something Slaanesh really wants to hear about/masturbate to), only commenting that Satchel is into some really weird shit involving his bag of doorknobs. When asked how he survived, Satchel replied "BECAUSE MY DICKS A FUCKING AP1 WEAPON BITCH!!!"
This list doesn't cover all of his near-death experiences, mostly because they're still occurring, the most recent one being him nearly being crushed by a hierophant (one which he had just broken the legs of with his bag of doorknobs).

This unit contains 1 Angry Captain Satchel (Power Rating: 7). Only one of this model may be included in your army.

Angry Captain Satchel (2).jpg
Name M WS BS S T W A Ld Sv
Angry Captain Satchel 6" 2+ 3+ 5 5 6 5 9 3+

Wargear:

  • Master Crafted Bolt Pistol
  • The Bag of Dylad

Special Rules:

  • ALWAYS ANGRY!!!
  • And They Shall Know No Fear
  • Bearer of the Bag: Captain Satchel is the longest ever bearer of the Bag of Dylad, which seems to have a curse that attracts the bearer's killer. Satchel has survived the curse so far, because FUCKING CURSES ARE FOR FAGGOTS WHO SUCCUMB TO PUSSY-ASS THINGS LIKE DEATH!!! Still, the Bag has malevolence of its own, almost an Angry Marine bound within it, and it will be Satchel's undoing. He knows this, and he will go down fighting.
Before the battle, randomly select an enemy Character; Satchel can re-roll any failed hit and wound rolls against that enemy Character, and the selected enemy Character can re-roll any failed hit and wound rolls against Satchel.
  • CAN NEVER FEEL ANY FUCKING PAIN!!!: Pain is just weakness leaving the body, which Captain Satchel then passes onto the poor sod he’s beating.
Roll a D6 each time this model loses a wound; on a 4+ the damage is ignored, and that wound is not lost.
  • Mastercrafted Twisted Lump of Mysterious Metal: Rumoured to be the remains of Rogal Dorn's iron halo which was dislodged into the emperor’s eye socket, how the fuck Satchel got hold of such a relic, and (even more impressively) damage it to the point that it only gives a 4+ save instead of a 3+, nobody fucking knows. The only person who does know the Lump of Metals origin (apart from Satchel himself), is Temperus Maximus, and that's only because Satchel lost to him during a ten-day long thumb war.
This model has a 4+ invulnerable save.
  • RITES OF ANGER!!!: Essentially the captain grabbing an enemy and shouting, while kicking said enemy repeatedly in the balls “SO THIS IS HOW YOU FUCKING HIT THE CUNTS, DO I NEED TO FUCKING EXPLAIN THIS AGAIN?!!!”
You can re-roll all hit rolls of 1 made for friendly Angry Marines units that are within 6" of this model.
  • WILL NOT DIE FOR FUCKS SAKE!!!: I WILL DIE WHEN I FUCKING SAY SO!!!
All damage suffered by Satchel is halved (rounding up).

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • HQ, Infantry, Adeptus Astartes, Character, Angry Primaris, Angry Captain Satchel


Brother Captain Especially Quiet[edit]

This unit contains 1 Brother Captain Especially Quiet (Power Rating: 10). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Brother Captain Especially Quiet 6" 2+ 2+ 4 5 7 6 8 2+

Wargear:

  • AECOS
  • Imperium Maximus
  • Rapid Fire Heavy Bolt Pistol

Special Rules:

  • ALWAYS ANGRY!!!
  • And They Shall Know No Fear
  • Daemons' and Witches' Worst Nightmare: The arrival of a Silencer in Sandstorm Terminator armour is akin to the arrival of a Tyranid hive fleet, the warp becomes quiet and still, demons start to wither or vanish entirely, and psykers become unable to wield their powers. During the sudden calm (and in complete silence) the Silencer begins to go to work, until there is nothing left.
Any enemy Psyker units within 12" of this model must subtract 1 from their Deny the Witch and Psychic tests. In addition, any enemy Daemon units within 3" of this model must subtract 1 from their invulnerable save.
  • Dual Melee Weapons
  • Null-Aura: This model can never be the target of any Psychic powers.
  • Sandstorm Gravis Armour: This unit has a 5+ invulnerable save.
  • Silence in the Warp: All Null’s are considered abhorrent by demons and psykers, as they cut them off from the warp, leaving them cut off from their sources of power, with even normal mortals feeling uneasy in their presence. Silencer’s are the same in this respect, but they also muffle the rage of Angry Marines nearby, as the marines in question are calmed by their aura, and sense that the ancient figure before them is one of their progenitors, and thus show them as much respect as an Angry Marine is capable of.
Any Daemon and Psyker units within 6" of this model must subtract 1 from their Leadership. In addition, any units within 2" of this model will not get any benefits for the following special rules: ALWAYS ANGRY, NOT ANGRY ENOUGH, NOT A REAL ANGRY MARINE and STONE-COLD ANGER.
  • Silencer: The Desert Fangs were created by the Emperor to be to be blanks, being who had no presence in the warp, making them vital in the battle against demons and psykers.
This model can attempt to deny one Psychic power in each enemy Psychic Phase, as if he were a Psyker (He is the complete opposite of a Psyker). As another addition, add 1 to any Deny the Witch roll he makes.
  • Teleport Strike

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • HQ, Infantry, Adeptus Astartes, Character, Angry Primaris, Brother Captain Especially Quiet, Blank, Gravis Armour


Captain Bat Shit Insane[edit]

Fluff:

Sometimes, Space Marines just go a bit crazy. It can be seen in a number of other chapters for a variety of reasons, such as the space wolves wulfen or the blood angels who fall to the red thirst. The angry marines are no exception, but unlike other chapters where their insanity comes from a genetic fault or warp influence the angry marines just go insane because of perfectly normal reasons. A marine may receive a frag cannon to the head and after some apothecary time may only have a horrible scar to show for it, but finding out that their personal skittle supply is gone may turn him into a drooling psycho. Captain Bat Shit Insane is such a marine. One day he was fine, performing his captaincy duties. The next he found that a set of honey badgers had filled his power armour helmet with fresh fecal matter. It is theorised that having poo cripple down his suit and into his ears was more than sufficient to break the captain. Since then Bat Shit Insane was useless as a captain, spending his time being general madder than a barrel of skinned honey badgers. On the battlefield however this insanity makes the captain unmatched in combat, just don’t expect him to do anything else or to stop fighting.

This unit contains 1 Angry Captain Satchel (Power Rating: 8). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Captain Bat Shit Insane 7" 2+ - 5 4 7 6 8 3+

Wargear:

  • Power Feet
  • Two Archeotech Chainswords

Special Rules:

  • ALWAYS ANGRY!!!
  • And They Shall Know No Fear
  • Dual Melee Weapons
  • Flurry of Chainswords: Attacks against this model suffer a minus 1 to hit, and for every failed hit roll of 1 made against this unit by an enemy unit in the fight phase that enemy unit suffers a mortal wound. In addition, roll a D6 for every other unit within 3” of this unit at the start of each turn. On a 4+ that unit takes a mortal wound.
  • NUT CRACKING!!!: THE BLUNT FORCE TRAUMA FAIRY HAS ARRIVED!!!
If this model has Power Feet; in the Fight phase after all his attacks have been resolved. he can make D3 additional attack with his Power Feet.
  • Skill through Insanity: What looks like random flailing with his chainswords are, in fact, perfectly timed attacks and parrys, designed to catch the enemy off guard. Or at least that is what Bat Shit tells us...
This unit may reroll all failed hit rolls and hit rolls of 6+ made by this unit automatically wound. However, a unit with this rule may never be your warlord or take warlord traits.
  • Twisted Lump of Metal: Nobody's quite sure what this once was. Some theorize is was formerly an Iron Halo; others claim it had to be a Rosarius stolen from a Chaplain from a... lesser... Chapter. In any case, it suffered one too many blows protecting the Captain, but it still (somehow) works, even though it spits sparks and smoke with every impact.
This model has a 5+ invulnerable save.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • HQ, Infantry, Adeptus Astartes, Character, Angry Primaris, Captain Bat Shit Insane


Captain Tantrumus Fuckingham, The First and Best[edit]

Fluff:

It has taken him years. Years of being battered, bruised, excessively (even by Angry Marine standards) insulted, but Fuckingham had finally done it. He had dragged the angry marines into the new millennium, and made them the first, first founding chapter to become entirely primaris.

This unit contains 1 Captain Tantrumus Fuckingham (Power Rating: 10). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Captain Tantrumus Fuckingham 6" 2+ 3+ 5 5 6 5 9 2+

Wargear:

  • Master Crafted Power Bat with a Nail through It
  • The Hell Glove

Special Rules:

  • ALWAYS ANGRY!!!
  • And They Shall Know No Fear
  • The First and Best: Although Fuckingham is somewhat respected and admired by normal Angry Marines, he is seen as a God amongst Primaris Marines, and they will fight as if in the presence of a Primarch to ensure that “WE DON’T FUCKING SHOW OURSELVES UP INFRONT OF THE BOSS!!!”
You can re-roll all hit and wound rolls of 1 for Friendly Angry Marine units that are within 6" of this model. In addition, you can re-roll all hit rolls made in the Fight Phase, for Friendly Angry Marine units that are within 6" of this model.
  • Twisted Iron Halo Lump: This model has a 5+ invulnerable save.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • HQ, Infantry, Adeptus Astartes, Character, Angry Primaris, Captain Tantrumus Fuckingham, Mk X Gravis
Sargent “IN CHARGE OF BORING SHITE!!!”[edit]
I’M FUCKING SANTA IF SANTA GAVE YOU TAX REFUND INVOICES WHICH WERE ON FIRE!!! HO HO HO MOTHERFUCKERS!!!

While Tweedle Dick and Cunt are constantly fighting or trying to Prize Equal opportunity off their balls, Sargent “IN CHARGE OF BORING SHITE!!!” is actually the one who runs the Suicidal Insanity, but if you’d asked anyone 50 years ago what the young (as he was known then) Joshua Biggins would do once he was filling trained, nobody would have said “second in command of an army of yellow psychopaths”. From the age of eight Joshua had been brought up as an orphan by the Adeptus Ministrorum and had shown great promise as a clerk and general organiser, with the potential of becoming middle management (effectively as comfortable as an orphan in the Imperium is ever likely to get).

However, on one fateful day at the ripe old age of 14 (ancient by marine recruit standards) Joshua was transferred to the part of the Administratum that worked with the Ultramarines, who ground him down over the course of 6 months with their “Courage and honour” and their constant babbling about the “Codex Astartes” until some poor serf said “may our spiritual liege guide you” one too many times. Nobody knows what it was that had put Joshua on edge before the serf said those words, but when the next shift arrived to relieve the clerk of his duties they found the poor ultramarine serf with his head stuck up his own arse.

After this Joshua went feral for a while, living in the ducts of ships, surviving by licking dew of the walls and burning anything ultramarine related he could find, until one day the ship he happened to sneak into was the battle barge Considerable Shouting, where he was found basking in front of a blazing fire created by burning the battle barges entire supply of Codex Astartes (used by the Fiery Aggressors in their promethium mixtures) screaming “BURN YOU STUCK UP CUNTS!!! BURN!!!” After this Joshua was quickly inducted, rose to the rank of black brother Sargent and moved over to the suicidal insanity, who’s captain Dweedle Dick and Cunt made him their second in command, partly because he is an excellent administrator, but mostly because if he finds an accounting error he will go on a burning spree through the accounts department.

Sometimes, Boring Shite will combine his two jobs of administrator and burny bastard on the battlefield, by riding into battle on his Mobile Accounts Department, an extra large black brother bike which holds extra large fuels tanks, extra flamers, flameproof filing systems and a servitor in the side car who pulls double duty as data processor and gunner. All of this colossal weight is too much even for a beefed up astartes bike, so the whole flaming mess is pulled along by a team of five normal black brother bikers, all of whom are extraordinarily pissed off that they’re stuck towing the bastard around.On such a behemoth of burning belligerence little can stand in the way of boring shite, as he continuously swaps from burning his foes alive, to running calculations on why the enemy he just roasted where a bunch of idiots.

This unit contains 1 Sargent “IN CHARGE OF BORING SHITE!!!” (Power Level 5). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Sargent “IN CHARGE OF BORING SHITE!!!” 6" 2+ 4+ 5 4 6 4 8 3+
Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department 10" 2+ 4+ 5 6 9 4 8 2+

Wargear:

  • Burning Bag of Codex Astartes
  • Molotov Cocktails
  • The “Mistake” Remover
  • 20 Flamers (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)
  • Mega Flamer of Wrath (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)
  • Flaming Chain Flail (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)

Abilities:

  • Always Angry
  • Dual Melee Weapons
  • Burning Weapons: If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.
  • Flames of Wrath: Your opponent must subtract 1 from all hit rolls that target this unit. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).
  • Pyromaniac Brothers: If this unit is within 3" of any friendly Fiery Aggressor unit that contains 3 or more models; this unit receive the benefits of cover, even if they are not in cover.
  • I’M IN CHARGE AROUND HERE: Few are stupid enough to argue against an angry accountant when he has the numbers to back up the fact that your a fucking idiot.
    • ANGRY MARINE units within 6” of this model may re-roll failed hit rolls of 1. In addition to this, if your army is battle forged then you gain 1 command point.
  • Shield of Flames: The Sargent doesn’t carry around an iron halo or any kind of storm shield. Instead the flames around him burn so hot that bullets have a nasty habit of either deforming before they hit him (depriving them of their armour piercing potential) or become too scared to hit him, instead flying off at oblique angles.
    • A model with this rule has a 4+ invulnerability save.
  • BURN YOU PITIFUL BITCHES!!!: Boring Shite has an innate and numerical understanding of fire, and will happily assist others in being more burny if it increases the overall levels of “FUCKING FIRE EVERYWHERE!!!”
    • Weapons which automatically hit their target wielded by friendly units within 6” of Sargent “IN CHARGE OF BORING SHITE!!! may roll twice the number of dice when determining the number of hits and discard the lowest half of dice.
  • MAXIMIUM POWER!!!: RAGE CAPACITORS TO MAXIMUM!!! MOLTEN CARBERATOR TO OVERDRIVE!!! SPINNY DIALS TO FUCKING ELEVEN!!! TO INFINITY AMD BEYOND MOTHER FUCKERS!!!
    • (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) At the beginning of your movement phase you may decide to have this unit deactivate all their bikes safety measures and put their pedals so hard to the floor that “pedal to the metal” doesn’t cover it. If so roll a D6 for each model in the unit, on a 4+ the unit suffers a mortal wound, but the unit gains the FLY keyword, increases their movement distance to 28” and enemy units firing at it until your next movement phase suffer -1 to their hit rolls.
  • FUCK THIS THING'S BIG!!!: THAT'S WHAT SHE SAID!!!
    • (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) A model with this rule and a Mega Flamer if Wrath may only fire its Mega Flamer of Wrath’s FUCK SAFETY MEASURES!!! mode if it also activated its MAXIMUM POWER!!! ability in the same turn. If so it may fire the weapons FUCK SAFETY MEASURES!!! mode despite not having the TITANIC keyword and having moved.
  • Belligerent Tow Crew: Don’t forget about the group of Black Brothers who tow the Sargent around. If you do it might be one of them who kills you instead.
    • (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) A unit with this rule may make 10 additional attacks with their chain flail weapon profile each fight phase, but at a minus 1 to hit.

Options:

  • May be upgraded to Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department - 250 pts./10 PP.

Keywords:

  • Faction: Angry Marine, Imperium
  • HQ, Character, Primaris,Infantry (Sargent “IN CHARGE OF BORING SHITE!!!” Only), Sargent “IN CHARGE OF BORING SHITE!!!”, Black Brother, Biker (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)

The Guardians of Fury[edit]

Fluff:

They had survived the Heresy. They had battled demons. Monsters. Primarchs. There was little in the galaxy that could hold a Guardian of Fury back.

This unit contains 2 Guardians of Fury (Power Rating: 8). It can include up to 3 additional Guardians of Fury (Power Rating: +4/model). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv Points (Including wargear)
Guardian of Fury 4" 2+ 3+ 5 4 4 3 8 2+ 80

Wargear:

  • Chain Glaive
  • Flamer
  • Power Boots

Special Rules:

  • ALWAYS ANGRY!!!
  • And They Shall Know No Fear
  • FUCK DOORS!!! FUCK TANKS!!! AND FUCKING NUT CRACKING!!!: Power Feet come with their own cogitators and micro thrusters, allowing them to initiate semi-guided. powerful kicks to the bollocks even while their wearer is swinging a chainsword.
In the Fight phase, after all this unit’s attacks have been resolved, each model in this unit can make 2 additional attacks with their Power Boots. In addition, if this unit rolls a wound roll of 6+ with Power Boots, it inflicts 1 mortal wound in addition to the normal damage.
  • Furious to keep up and FUCK SHIT UP!!!: WHO NEEDS AEROBIC RESPIRATION TO MOVING WHEN YOU CAN JUST BE FUCKING PISSED OFF INSTEAD!!!
A model with this rule may charge even after advancing, and a unit with this rule may make D2 extra attacks each time it fights in the fight phase, D3 if it charged in the same turn.
  • LOOK OUT YOU DAFT BASTARD!!!: OW FOR FUCKS SAKE, THIS IS GOING TO HURT LIKE A MOTHERFUCKER!!!
Whenever an Angry Marines Character (other than another Guardian of Fury) loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit – the character does not lose a wound but this unit suffers a mortal wound. If the unit is a Chapter Master or Primarch then do not roll. Attacks made against this unit or transferred to this unit may not be transferred to other units, and damage may not be transferred from this unit to other units. In addition to this, this unit may never be your warlord.
  • No Avenue of Escape: As with all the legions of old, if you ever ended up against their cataphracti elite you were as good as dead.
Enemy units subtract 1 from their invulnerable save rolls while within 1” of a unit with this rule.
  • STONE-COLD ANGER!!!: If your army is Battle-forged, this unit can re-roll failed hit rolls in the Fight Phase.
  • Teleport Strike
  • Cataphracti Terminator Armour: The toughest and slowest armor the angry marines have. Only the most furious individuals can make it move fast enough to keep up with their battle-brothers.
A model with this rule has a 4++ invulnerability save, but has to halve its advance distances (rounding up).

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • HQ, Infantry, Adeptus Astartes, Character, Angry Primaris, Cataphracti Terminator, Guardian of Fury

Tweedle Dick and Tweedle Cunt[edit]

WE’RE TOTALLY NOT FUCKING GAY!!! WE JUST HATE EACH OTHERS FUCKING GUTS, SHARE A SHIT-TINY ROOM AND HAVE A PET THAT NEITHER OF US FUCKING WANTED BUT WE THOUGHT IT WOULD SAVE OUR RELATI (COUGH!!!) CAPTAINCY!!!

Fluff:

A company should only really have one captain, especially in the case of angry marines as it is a scientific fact that if you put a group of angry marines into a room together (or just two angry marines, or even a single bored marine) and ask them to come up with a plan of action, that plan of action will quickly degrade into “PUNCH THE OTHER ANGRY FUCKING IN THE CUNT!!!” However, the canteen brawl which was supposed to decide the leader of the “WHY DO WE HAVE TO FOLLOW THOSE CUNTS?!!!” company and their ship The Suicidal Insanity resulted in Tweedle Dick and Tweedle Cunt knocking each other out simultaneously via violent kicks to the bollocks, and so the two of them were made captain. Not two separate captains mind you, there was only one position available, and instead of simply making two such captaincies available would have been too level headed and logical, and so now Dick and Cunt are both, technically, the same captain. And so now they are stuck for all eternity/until one or both of them die, to spend all their time in each other’s company like a married couple in the bitterest of relationships.

This unlikely pairing is always followed by Equal Opportunity Genital Muncher the Honey Badger, named so because they (nobody is stupid enough to try and check its gender) are not fussy on who’s genitals it bites off. It is not known where Equal Opportunity came from, as the large numbers of honey badgers which could normally found in the vicinity of angry marines had to be removed (to make the faction a little bit more sensible from a story perspective), but as honey badgers do turn up from time to time (such as hiding in underwear draws, in toilets or as their mutant honey badger form) most people assume that Equal Opportunity is simply a honey badger that survived the editorial cuts.

Another theory (proposed by psykers who get too near the creature) is that Equal Opportunity is actually a warp familiar, spawned by the hatred between Dick and Cunt. The psykers think this because whenever Equal Opportunity looks at them they get the psychic equivalent of having their genitals chewed off.

This unit contains 1 Tweedle Dick, 1 Tweedle Cunt and 1 Equal Opportunity Genital Muncher the Honey Badger (Power Level X). Only one of this unit may be included in your army. If this unit is your warlord then the whole unit is treated as being your warlord.

Name M WS BS S T W A Ld Sv
Tweedle Dick 6" 2+ 2+ 5 4 6 4 8 3+
Tweedle Cunt 6" 2+ 4+ 6 4 6 5 8 3+
Equal Opportunity Genital Muncher the Honey Badger 6" 2+ - 4 4 3 6 8 5+

Wargear

  • A Maw and Jaws you don’t want anywhere near your squish parts (Equal Opportunity Genital Muncher the Honey Badger only)
  • Three Storm Bolters (Tweedle Dick only)
  • The “Sneaky” Knife (Tweedle Dick only)
  • Two Broken Power Fists (Tweedle Cunt only)
  • Frag Grenade (Tweedle Dick and Tweedle Cunt only)

Special Rules:

  • ALWAYS ANGRY!!!
  • Dual Melee Weapons
  • GET THE FUCK OFF MY LEG!!!: Sometimes, running around with two power fists is not enough for Tweedle Cunt to beat the shit out of his enemies, so he will enlist (unwillingly) Tweedle Dick to act as a larger and angrier melee weapons.
    • At the beginning of each fight phase, you may decide whether Tweedle Cunt will pick up Tweedle Dick and use him as an improvised weapon. If so Tweedle Dick suffers D2 mortal wounds and may not fight for the duration of the fight phase. However, Tweedle Cunt counts as being equipped with an “Improvised” Weapon for the duration of the fight phase, but counts as not being equipped with his two broken power fists for the duration of the fight phase.
  • YOU FUCKING IDIOT!!!: “HOW DOD YOU FUCKING MISS THAT SHOT YOU FUCKING CUBT?!!!” (THUMP)
    • Whenever Tweedle Dick or Tweedle Cunt fail a hit roll at any time they immediately suffer a strength 4 ap0 D1 hit which is resolved immediately for each failed hit.
  • Feel no pain: ITS FUCKING DIFFICULT TO TAKE A BOLT SHELL TO THE FUCKING HEAD SERIOUSLY WHEN YOUR GOT THE CUNT BADGER BITING YOUR BALLS!!!
    • As long as Equal Opportunity Genital Muncher the Honey Badger is alive, all models in this unit ignore damage taken on a 5+ on a D6, except for Equal Opportunity, who ignores damage received on a 4+.
  • Otherworldly Badger: Whether Equal Opportunity is real, or a warp spawn, it’s effect on nearby psykers is undeniably effective.
    • As long as Equal Opportunity Genital Muncher the Honey Badger is alive, this unit has a 6+ invulnerability save and may deny one psychic power a turn, and may add 1 to its deny rolls.

Keywords:

  • Faction: Angry Marine, Imperium
  • HQ, Character, Infantry,

Primaris,Tweedle Dick and Tweedle Cunt, DEMON) (Equal Opportunity Genital Muncher the Honey Badger only)

Other[edit]

Chief Mindfucker Moarfistin

Commissar Fuklaw

Cunt Pounder, the Angry Marines first Belligerent Redemptor Dreadnought

Dick Haggard

Enginseer Mightilypissedoff the third, Master of the Armoury

Sergeant Asshole McCuntsface

Sergeant Sky Shitter

Temperus Maximus

Chapter Master Temperus Maximus

Temperus Maximus, The Absurdly Miffed

Reclusiarch Mofo

Troops[edit]

Angry Intercessor Squad[edit]

CALL ME A FUCKING ULTRASMURF!!! I FUCKING DARE YOU!!!”

Fluff:

If not constantly watched and surrounded by groups of angry marines, Intercessors will sneak off one by one, deep into their battle barge, to meet in groups of five or more and fight, drink, watch TV, and generally "FUCKING COMPLAIN ABOUT THOSE FUCKING YELLOW FUCKING MIDGETS!!!". And this is relatively harmless by and large, the angry high command know that they're doing it (as its not the first time a bunch of marines decided to start a club) but are willing to overlook it as the Primaris marines are being angry (an admirable trait) and it keeps them from causing trouble elsewhere. Some of these meeting however will practice battle tactics and hone their skills fighting as a group, something which the higher ups do not approve of as such fighting groups will not take orders from anyone other than Captain Fuckingham, and effectively behave as his own second company and private army. Angry Marines (although incredibly violent) are not stupid, and know that moving against Fuckingham and the Intercessors in order to show them who's in command would result in an unnecessary and stupid fight, they will fight stupid battles, or unnecessary ones, but never fights which are both. As such, this has allowed Fuckingham to press for better recognition of Intercessors, mostly via ensuring that they don't have to do jobs like "shit cleaning duty" or "library duty", which has pissed off the serfs as they will now have to do those jobs.

This unit contains 1 Angry Intercessor Sergeant and 4 Angry Intercessors (Power Rating: 6). It can include up to 5 additional Angry Intercessors (Power Rating: +5).

Name M WS BS S T W A Ld Sv
Angry Intercessor 6" 3+ 4+ 4 4 2 2 7 3+
Angry Intercessor Sergeant 6" 3+ 4+ 4 4 2 3 8 3+

Wargear:

  • Bolt rifle
  • Bolt pistol
  • Frag Grenades
  • Krag Grenades

Special Rules:

  • ALWAYS ANGRY!!!
  • And They Shall Know No Fear
  • Auxiliary Grenade Launcher: OW YOU THINK YOU CAN HIDE BEYOND 6" BITCH?!!! THINK AGAIN!!!
If a model is armed with an Auxiliary Grenade Launcher, increase the Range of any Grenade Weapons they have to 30".
  • Combat Squads: Ten angry marines is a lot of pissed off. It's like a goddamn sack of badgers. So, when you accrue a squad of ten, it's only natural that you be allowed to split them into two five-man units.
Before any models are deployed at the start of the game, an Angry Intercessor Squad containing 10 models may be split into two units, each containing 5 models.

Options:

  • Any model may replace his Bolt Rifle with one of the followings:
Auto bolt rifle - free
Stalker Bolt Rifle - free
  • The Angry Intercessor Sergeant may replace its Bolt Rifle with one of the followings:
Auto bolt rifle - free
Astartes Chainsword - free
Hand Flamer - 5 pts.
Stalker Bolt Rifle - free
  • If the Angry Intercessor Sergeant is not equipped with a Astartes Chainsword, he can take one item from the Angry Intercessor Sergeant Weapons list.
  • For every 5 models this unit contains, 1 model can have an Auxiliary Grenade Launcher - 2 pts.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • Troops, Infantry, Adeptus Astartes, Angry Primaris, Angry Intercessor Squad

Assault Intercessor Squad[edit]

Cock Knockers[edit]

Fluff:

Cock Knockers were one of the few Angry Marines to actively accept the transition to Primaris Marines. “YOU MEAN WE GET TO BE FUCKING BIGGER!!! CARRY MORE SHIT!!! AND HIT HIT LIKE A FUCKING HIVE TYRANT WORTH OF CUNTING BRICKS?!!!” Inquired the head Cock Knocker, Dickius Kickius, to the apothecary assigned to their conversion. “WHERE DO WE FUCKING SIGN?!!!” Their conversion has made their lives somewhat more difficult now however. Whereas once a Cock Knocker could move through the confines of a space hulk or under hive with ease, a Primaris Cock Knocker (being somewhat larger) could sometimes find themselves stuck squeezing through small gaps. Such comedic incidents only drove the cock knockers to greater feats of structural disregard, using their power feet and shotguns to take the shortest (and most violent) route to their targets.

This unit contains 1 Knocker Sergeant and 4 Knockers (Power Rating: 7). It can include up to 5 additional Knockers (Power Rating: +7).

Name M WS BS S T W A Ld Sv
Knocker 6" 3+ 4+ 5 4 2 2 7 3+
Knocker Sergeant 6" 3+ 4+ 5 4 2 3 7 3+

Wargear:

  • Astartes Chainsword
  • Frag Grenades
  • Krag Grenades
  • Power Feet
  • Universal Door Opener

Special Rules:

  • ALWAYS ANGRY!!!
  • And They Shall Know No Fear
  • As the Knocker Flies: A unit with this rule may pass horizontally through any terrain piece, as long as the terrain is less than 0.2”/0.5cm thick.
  • Combat Squads: Ten angry marines is a lot of pissed off. It's like a goddamn sack of badgers. So, when you accrue a squad of ten, it's only natural that you be allowed to split them into two five-man units.
Before any models are deployed at the start of the game, a Cock Knockers unit containing 10 models may be split into two units, each containing 5 models.
  • FUCK DOORS!!! FUCK TANKS!!! AND FUCKING NUT CRACKING!!!: Power Feet come with their own cogitators and micro thrusters, allowing them to initiate semi-guided, powerful kicks to the bollocks even while their wearer is swinging a chainsword.
In the Fight phase, after all this unit’s attacks have been resolved, each model in this unit can make 2 additional attacks with their Power Feet. In addition, if this unit rolls a wound roll of 6+ with Power Feet, it inflicts 1 mortal wound in addition to the normal damage.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • Troops, Infantry, Adeptus Astartes, Angry Primaris, Cock Knockers

Incursor Squad[edit]

Infiltrator Squad[edit]

Elites[edit]

Black Brothers[edit]

Fluff:

Fresh meat Angry Marines have little time for anything which isn’t a melee weapon, why spend your time missing with guns at range when you can get up and close and have a guaranteed chance of “”SKULLFUCKING YOUR CUNTING ENEMY WITH A CHAINSWORD!!!” But as an Angry Marine gets older and more experienced/go from orks to guardsmen ballistic skill, they learn that hitting things of fun, but shooting stuff is also fun, and so they start experimenting. Those who developing a liking for flame throwers/were already pyromaniacs, will gravitate towards the black brother, amongst whom they will find no shortage of flamers, guns that shoot fire, and Melee Weapons that are on fire. Such marines become to obsessed with fire that their jet packs are not powered by plasma cores which super heat gas to provide lift, but are just massive flamethrowers strapped to their backs. Their obsession with flames also impacts the planet itself, as the vast amounts of fuel they burn will raise any planets temperature they are on by several degrees due to the global warming effect, something the black brothers are thrilled about because “IT’S LIKE WE’RE BURNING THE FUCKING HERETIC PLANET AS WELL AS THE FUCKING HERETICS!!! WHO FUCKING LIKES A COLD PLANET ANYWAY?!!!”

In the current age of girlymans crusade, the Black Brothers spend most of their time incinerating the hordes of Nurgle, as a squad of flames totting psychopaths is about the nearest thing to guaranteeing that an area is free of disease (and nurglings) short of exterminartus. The sisters of battle have taken rather a shine to the black brothers, as they too are insane psychopaths with a fetish for flamethrowers and an unwavering obsession with the Emprah. This... appreciation, is however, one way, as the black brothers are fucking terrified of the sisters of battle (THE BITCHES DONT TAKE NO FOR AN ANSWER, IVE GOT AN AWKWARD BONER WHICH IS CUTTING THROUGH MY COCKING POWER ARMOUR, FUCKING FLY YOU BASTARDS, FLLLLLYYYYYY!!!!"

This results in squads of black brothers flying away at top speed, being chased by rhinos of sisters of battle in full red rage, intent on sharing the "emperors blessing" ("Get back here burner boys, we're all dying to get you out of your power armour, ARE YOU NOT FUCKING LISTENING TO ME?!!!")
If you look very closely, you can spot the Black Brother behind the fire and smoke.
“BURN BITCHES!!!

This unit contains 1 Black Brother Sergeant and 4 Black Brothers (Power Rating: 10). It can include up to 5 additional Black Brothers (Power Rating: +10).

Name M WS BS S T W A Ld Sv
Black Brother 6" 3+ 5+ 5 4 2 3 8 3+
Black Brother Sergeant 6" 3+ 5+ 5 4 3 4 8 3+

Wargear:

  • Astartes Chainsword
  • Auto Bolt Rifle
  • Hand Flamer of Wrath
  • Krag Grenades

Special Rules:

  • ALWAYS ANGRY
  • And they Shall Know No Fear
  • Burning WeaponsIf an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.
  • Flamers of Wrath: Due to wielding flamers and being covered in flames themselves the Black Brothers are always followed by a large cloud of black smoke. While this makes them easy to track, hitting the individual Brothers is a difficult task made more difficult the more Brothers are part of a squad.
Your opponent must subtract 1 from all hit rolls that target this unit; as long as a Black Brothers unit contains at least 5 models, your opponent must subtract 2 from all hit rolls made by ranged weapons that target this unit, instead of 1. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).
  • NEED A LIGHT?!!!: Black Brothers are so eager for battle, that they jump out of Thunder Hawks, and use their flamethrower's powerful thrust to descent (relatively) safely on the heads on sorry fucker’s underneath them while setting everything on fire.
During deployment, if the entire unit has Jump Packs, two Hand Flamers of Wrath, a Heavy Flamer of Wrath, and/or a Flamer of Wrath, you can set them up high in the skies instead of placing them on the battlefield. At the end of any of your Movement phases, this unit can assault from above - set them up anywhere on the battlefield that is more than 9" away from any enemy models. in the following Shooting Phase, double the Range of all their Hand Flamers of Wrath, Heavy Flamers of Wrath, and Flamers of Wrath.
  • Pyromaniac Brothers: If this unit is within 3" of any friendly Fiery Aggressor unit that contains 3 or more models; this unit receives the benefits of cover, even if they are not in cover.

Upgrades:

  • Jump Packs: Add 2" to the movement characteristic of models in this unit. In addition, models in this unit gain the Jump Pack and Fly Keywords.

Options:

  • The Black Brother Sergeant may take a Cigar - 1 pts.
  • For each five models in the unit, one model may replace his Hand Flamer of Wrath and Auto Bolt Rifle with a Heavy Flamer of Wrath - 15 pts.
  • Any model may replace its Auto Bolt Rifle with a Hand Flamer of Wrath - 8 pts.
  • Any model may replace its Hand Flamer of Wrath with a Flamer of Wrath - 10 pts.
  • The entire unit may take Jump Packs - 3 pts./model - 1 PL/5 models

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • Troops, Infantry, Adeptus Astartes, Black Brothers

Fast Attack[edit]

Heavy[edit]

Flyers[edit]

Angrytalon Gunship Squadron[edit]

Fluff:

DAKKADAKKADAKKADAKKADAKKADAKKADAKKA (missile sounds and explosions) DAKKADAKKADAKKADAKKA “HAVE YOU HAD ENOUGH YET YOU PRICKS!!!”

A noise commonly heard by enemies of the imperium, as pilots of Angrytalon gunships can’t aim to save their lives. This is because only the most directionally and distance inept Angry Marines are put inside such a vehicle, in the hope that the volumes of Dakka such a gunship can put out will make up for the pilot’s pathetic aim, and although such pilots couldn’t hit a planet if armed with a cyclonic torpedo, their mere presence and the sheer volume said of bullets they can throw down range is enough to make the enemy think twice about leaving their cover.

The pilots of such ships are hated by other Angry Marines as they will never shut up about all the cool shit they did while flying, resulting in the usual fights which can be expected when you leave Angry Marines (or a single Angry Marine, who if left long enough by himself will start punching himself out of sheer muscle reflex) together for any length of time, but such marines will also start to gossip about the pilots, saying things like “I HEARD THAT SO AND SO KISSED SO AND SO, CAN YOU FUCKING BELIEVE THAT!!!” (imagine middle aged house wives in power armour and your thinking in the right direction). Such gossip is considered the worst possible insult one Angry Marine can give to another that doesn’t involve questioning one’s skill at profanity, as gossiping implies that the target of the gossip isn’t even worth challenging to a bare-knuckle fight. This all results in the pilots of Angrytalon Gunships becoming alcoholics and skittle addicts in an attempt to cope with the sheer amounts of rumours spread about them (I HEARD THAT SO AMD SO DOESN’T WIPE HIS ARSE AFTER TAKING A SHIT!!! CAN YOU BELIEVE THAT WE LET SUCH NURGLE FILTHY CUNTS FIGHT WITH US!!!).

This unit contains 1 Angrytalon Gunship (Power Rating: 9). It can include 1 additional Angrytalon Gunship (Power Rating: +9) or 2 Angrytalon Gunships (Power Rating: +18).

Name M WS BS S T W A Ld Sv
Angrytalon Gunship * 6+ * 6 6 10 * 8 3+
Remaining W M BS A
6-10+ 20-50" 4+ 3
3-5 20-35" 4+ D3
1-2 20" 5+ 1

Wargear:

  • Twin Assault cannon
  • Twin Heavy Bolter

Special Rules:

  • Airborne: WHY WOULD I WANT TO FLY WHEN THE BASTARDS I WANT TO KICK IN THE BALLS ARE DOWN THERE?!!!
This model cannot charge, can only be charged by units that can Fly, and only attack or be attacked in the Fight phase by units that can Fly.
  • Crash, Burn and FUCKING PUNCH THE PRICKS!!!: What, you thought crashing in a huge explosion would be enough to stop the angry bastard from trying to kill you? Think again.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it crashes, explodes and the pilot runs from the wreckage to punch his foes, and each unit within 6" suffers D3 mortal wounds.
  • Hard to Hit
  • Hover Jet
  • "Strafing" Run: Most pilots would prefer the safety of their vehicle and a large gun to help take down multitudes of enemies, Angry Marines give an obvious "FUCK THAT!!! GET ME CLOSER SO I CAN FUCKING HIT THEM!!"
Before this model moves in your Movement phase and you declare it will hover, you can declare it will make a "Strafing" Run. if you do so, you cannot declare it will hover this turn, and you must Move or Advances it at least 40" (after you pivot it on the spot up to 90¤). in the following shooting phase, you may only shoot at enemy units it passed over, but you must shoot at every enemy unit you passed over with all your weapons (even if it has advanced earlier that turn when it makes a "Strafing" Run), but It can only hit on a roll of 6 (regardless of modifiers) until your next turn (This will mean that if this model passed over the 3 enemy units, you must fire its Twin Assault cannon, 2 Stormstrike missile launchers and two Heavy bolters, Twin Multi-Melta or Typhoon missile launcher, once at each of the 3 enemy units it passed over).
  • Supersonic

Options:

  • Any model may replace its Twin Heavy Bolter with one of the followings:
Skyhammer Missile Launcher - 20 pts.
Thypoon Missile Launcher - 40 pts.
Twin Lascannon - 40 pts.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • Flyers, Vehicle, Adeptus Astartes, Angrytalon Gunship, Fly


Fury-Raven Gunship Squadron[edit]

Fluff:

Just as with Rage Speeders, every single Angry Marine nearby wants to be the pilot of a Fury-Raven Gunship, and the pre-battle fights to pilot such vehicles can result with greater casualties than in the actual battle they're supposed to be fighting. To help compensate for this (and to provide more Dakka) the Angry Tech priests will duct tape and chain Angry Marines to the outside of a Fury-Raven Gunship, this (like all other problems solved with duct tape) results in everyone being happy, as more Angry Marines get to ride on the flying thing with lots of guns, while the Tech Priests "CAN GET RID OF THOSE FAGGOTS FASTERS SO THAT WE CAN CLEAN UP THE FUCKING MESS YOU CUNTS HAVE MADE!!!"
Fury-Raven Gunship.jpg

This unit contains 1 Fury-Raven Gunship (Power Rating: 16). It can include 1 additional Fury-Raven Gunship (Power Rating: +16) or 2 Fury-Raven Gunships (Power Rating: +32).

Name M WS BS S T W A Ld Sv
Fury-Raven Gunship * 6+ * 8 7 14 * 9 3+
Remaining W M BS A
8-14+ 20-45" 3+ 3
4-7 20-30" 4+ D3
1-3 20" 5+ 1

Wargear:

  • Twin Heavy Bolter
  • Twin Assault Cannon
  • Two Stormstrike Missile Launchers

Special Rules:

  • Airborne: WHY WOULD I WANT TO FLY WHEN THE BASTARDS I WANT TO KICK IN THE BALLS ARE DOWN THERE?!!!
This model cannot charge, can only be charged by units that can Fly, and only attack or be attacked in the Fight phase by units that can Fly.
  • Crash, Burn and FUCKING PUNCH THE PRICKS!!!: What, you thought crashing in a huge explosion would be enough to stop the angry bastard from trying to kill you? Think again.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it crashes, explodes and the pilot runs from the wreckage to punch his foes, and each unit within 6" suffers D3 mortal wounds.
  • Hard to Hit
  • Hover Jet
  • Open-Doors: To maintain aerodynamic properties of an aircraft all doors and hatches must be kept shut until absolutely necessary. Of course, angry marines don’t give a shit about physics, and as such the doors of a Fury-Raven are kept open to allow Marines to hurl lead and profanity at their foes to their hearts content.
Models embarked on this vehicle can shoot in their Shooting phase. They measure range and draw line of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit. Note that the passengers cannot shoot if this model has Fallen Back in the same turn, even though the Fury-Raven Gunship itself can. In addition, When this model has the Airborne special rule, passengers must subtract 1 from hit rolls in the Shooting phase.
  • Supersonic

Options:

  • Any model may replace its Twin Assault Cannon with one of the followings:
Twin Heavy Plasma Cannon - 40 pts.
Twin Lascannon - 40 pts.
  • Any model may replace its Twin Heavy Bolter with one of the followings:
Thypoon Missile Launcher - 40 pts.
Twin Multi-melta - 50 pts.
  • Any model may take two Hurricane Bolters - 30 pts.

Transport Capacity: This model can transport 12 Angry Marines Infantry models and 1 Belligerent Engine. Each Jump Pack or Terminator model takes the space of two models and each Angry Centurion takes the space of 3 models. It cannot transport Angry Primaris or Black Brothers models.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • Flyers, Vehicle, Adeptus Astartes, Fury-Raven Gunship, Transport, Fly

Dedicated Transports[edit]

Angry Impulsor Squadron[edit]

Fluff:

xxx

This unit contains 1 Angry Impulsor (Power Rating: 5). It can include 1 additional Angry Impulsor (Power Rating: +5) or 2 Angry Impulsors (Power Rating: +10).

Name M WS BS S T W A Ld Sv
Angry Impulsor * 6+ * 7 7 11 * 8 3+
Remaining W M BS A
6-11+ 14" 3+ 3
3-5 7" 4+ D3
1-2 4" 5+ 1

Wargear:

  • Two Storm bolters

Special Rules:

  • Assault Vehicle: After this model moves in your Movement phase, if this model did not Advance, any units embarked aboard it can disembark. Units that do so cannot be chosen to charge with that turn.
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
  • Hatred of the Ground: Only a tiny piece of the old master of the Armouries armor is required to levitate tens of tonnes of metal of the ground, unfortunately, the armor only hates the ground, and cannot be used to keep “WARDIAN, CHEESE FONDLING BASTARDS!!!” Away from the tank.
Distances and ranges are always measured to and from this model's hull, even though it has a base.
  • Power of the Angry Machine Spirit: BECAUSE MACHINES DON’T GIVE A FUCK ABOUT YOUR MINUS ONE TO HIT BITCH!!!
This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
  • THE GROUND IS A PIECE OF SHIT!!!: The tanks hate for the ground billowing from its undercarriage creates significant gusts of air, which although not as powerful as pure hatred, are more than capable of slowing down any charging enemies, and as an added bonus the gusts of wind stink of farts as an added “FUCK YOU YOU PRICKS!!!”
Your opponent must subtract 2 from any charge rolls made for units that declare a charge against an Angry Repulsor.

Upgrades:

  • Cursing Dome: AHAH! YA FUKIN' PIECEZ OF SHIET, TRY 'N GET US NOW YU FUCKS!
A model with a shield dome has a 4+ invulnerable save.
  • Swearing Comms Array: In your Shooting phase, one model from your army with a Swearing Comms Array that has not been used this battle can use it to call in an orbital barrage of rage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a Character. On a 4+ the unit being rolled for suffers D3 mortal wounds.

Options:

  • Any model may replace its two Storm Bolters with two Fragstorm Launchers - 10 pts.
  • Any model may take one of the followings:
Bellicatius Missile Array - 20 pts.
Cursing Dome Upgrade - 25 pts.
Ironhail Skytalon Array - 5 pts.
Swearing Comms Array Upgrade - 20 pts.
  • Any model may take an Ironhail Heavy Stubber - 5 pts.

Transport Capacity: This model can transport 6 Angry Marines Angry Primaris Infantry models. It cannot transport Jump Pack, Black Brothers or Mk X Gravis models.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • Dedicated Transport, Vehicle, Adeptus Astartes, Angry Impulsor, Transport, Fly


Angry Razorback Squadron[edit]

Fluff:

Despite Angry Serfs effectively being storm troopers (same weapon skill, armour and effectively being space marine level candidates who were never recruited) the Angry serfs don’t get as much love and money put into them. And this creates a lot of animosity between the Angry serfs and the Angry Tech priests, as the serfs bitch to the priests about not getting some cool gadget that the inquisitions storm troopers get, and the Tech priests just cannot be arsed with dealing with the serf’s complaints, never mind actually acquiring the equipment they want. There’s also the issue that the serfs would simply break anything fancy the tech priests got them, and nothing exemplified this situation more than the Tauros: it is fast, carries plenty of men, carries all of the guns (seriously, do the maths, this thing is on par with the Repulsor tank in terms of Dakka output), but it dies in a stiff breeze.

The Angry Tech priests needed to find a solution to this problem, as even though the serfs are weaker than an Angry marine, there far more serfs than angry Marines, and they didn’t want a repeat of the fight/war which broke out last time the tech priests held back equipment. To this end, the Angry Tech priests “acquired” a batch of Razorback tanks, which on the surface seemed like a good compromise, as the razorback is cheaper, fast, carries a reasonable amount of guns, is tougher than a Tauros and carries about the same amount of serfs (if you squash them in a bit). The serf high command (someone has to organise them when there aren’t Angry Marines around) saw them as a half-arsed attempt at placating the serfs and immediately declared war against the Angry Tech Priests. The fist fights only last around half an hour before some proper Angry Marines turned up and (after joining the fight for a bit) broke everything up, giving the serf commanders a nice solid kick to the nuts to remind them that they were still the bottom of the pile no matter how angry they might be.

After this the serfs grudgingly accepted their new transports, although some have added a Tauros to their Slaasneshmas wish list.

This unit contains 1 Angry Razorback (Power Rating: 6). It can include 1 additional Angry Razorback (Power Rating: +6) or 2 Angry Razorbacks (Power Rating: +12).

Name M WS BS S T W A Ld Sv
Angry Razorback * 6+ * 6 7 10 * 8 3+
Remaining W M BS A
6-10+ 12" 3+ 3
3-5 6" 4+ D3
1-2 3" 5+ 1

Wargear:

  • Twin Heavy Bolter

Special Rules:

  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
  • WITNESS ME BITCHES!!!: The Angry Razorback should have been the perfect vehicle for the Angry Serfs, it was fast, well armored and came with plenty of guns. When the first Angry Razorback was introduced to the serfs however, they took one look at it and said, “where are we supposed to fucking shoot from?!” And a fight would have ensured if the tech-priests hadn’t knocked some heads together and reminded the serfs that they will get what they are given and no they cannot have a Tauros with a minigun on it as they would only break it. As a compromise, however, the Angry Serfs bolted on some extra ladders so that a lucky few could cling to the Razorbacks hull and fire at the enemy like crazed war boys on the way to Valhalla.
Models (Serf Heavy Weapon Team counts as two models instead of one for the purpose of using this ability) embarked on this Vehicle can shoot in their Shooting phase. They measure range and draw line of sight from any point on the Vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit. In addition, passengers must subtract 1 from hit rolls in the Shooting phase and cannot shoot with Heavy weapons.

Options:

  • Any model may replace its Twin Heavy Bolter with one of the followings:
Twin Lascannon - 40 pts.
Twin Assault Cannon - 40 pts.
  • Any model may take a Storm Bolter - 3 pts.
  • Any model may take a Hunter-killer Missile - 5 pts.
  • Any model may take items from the Vehicle Wargear Options list.

Transport Capacity: This model can transport 6 Angry Marines Infantry models. It cannot transport Jump Pack, Terminator, Angry Primaris or Angry Centurion models.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • Dedicated Transport, Vehicle, Adeptus Astartes, Angry Razorback, Transport


Angry Repulsor Squadron[edit]

Fluff:

Unlike it's anger-less cousins, the Angry Repulsor relies on sheer hate of the ground to keep it floating rather than bullshit anti-grav technology. Its loadout includes "A fuckton of guns" allowing it to shoot from every fucking direction like a disco-ball of fiery fuck-you.

However, this only became the case after the previous master of the Armoury, Enfurious Ragman saw a repulsor for the first time onboard the battle barge Maximum Fuck’s Armoury, upon seeing the techno heresy (although it is still very cool, heresy can be cool kids BLAM) Ragman began issuing smoke from his eyes, nose, mouth, ears and (presumably) his japside and anus, while giving off a deep bellow of “FFFFFFFFFFFFFFFF...” This was all the warning which the Angry Tech Priests nearby needed as an excuse to run in the opposite direction, as Ragman’s issuing of smoke and FFFFF increased in volume. The last Tech Priest has barely managed to get out of the Armoury and slam the blast doors shut when Ragman finally reach critical levels of fury and exploded, all that remained of him inside the now ruined Armoury were the molten remains of his armour, and one intact fist with the middle finger extended.

After the Angry Marines has held funeral rights for Ragman’s literal middle finger “HE WAS TRULY A FUCKING AMGRY CUNT, MAY HE SCREAM AND KICK FUCKING BALLS FOR FUCKING ETERNITY!!!” It was decided that the repulsor units inside the chapters repulsor tanks would be replaced with a lump of metal containing a small piece of Ragman’s armour, which produces such large amounts of hatred that it can be used to suspend an entire tank in mid-air.

This unit contains 1 Angry Repulsor (Power Rating: 16). It can include 1 additional Angry Repulsor (Power Rating: +16) or 2 Angry Repulsors (Power Rating: +32).

Name M WS BS S T W A Ld Sv Points
Angry Repulsor * 6+ * 8 8 16 * 9 3+ 215
Remaining W M BS A
9-16+ 10" 3+ 6
3-5 5" 4+ D6
1-2 3" 5+ 1

Wargear:

  • Heavy Onslaught Gatling Cannon
  • Rageus Ironhail Heavy Stubber
  • Three Storm Bolters
  • Twin Heavy Bolter
  • Two Ironhail Heavy Stubbers
  • Two Krakstorm Grenade Launchers

Special Rules:

  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
  • Hatred of the Ground: Only a tiny piece of the old master of the Armouries armor is required to levitate tens of tonnes of metal of the ground, unfortunately, the armor only hates the ground, and cannot be used to keep “WARDIAN, CHEESE FONDLING BASTARDS!!!” Away from the tank.
Distances and ranges are always measured to and from this model's hull, even though it has a base.
  • Power of the Angry Machine Spirit: BECAUSE MACHINES DON’T GIVE A FUCK ABOUT YOUR MINUS ONE TO HIT BITCH!!!
This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
  • THE GROUND IS A PIECE OF SHIT!!!: The tanks hate for the ground billowing from its undercarriage creates significant gusts of air, which although not as powerful as pure hatred, are more than capable of slowing down any charging enemies, and as an added bonus the gusts of wind stink of farts as an added “FUCK YOU YOU PRICKS!!!”
Your opponent must subtract 2 from any charge rolls made for units that declare a charge against an Angry Repulsor.
  • Tracer Rounds: If a unit with this rule fires all its Ranged weapons at the same unit in the Shooting or Overwatch phase it may add 1 to its hit rolls for that phase.

Options:

  • Any model may replace its Heavy bolter Gatling cannon with a Las-talon - 35 pts.
  • Any model may replace its Twin Heavy bolter with a Twin Lascannon - 40 pts.
  • Any model may replace any of its two Ironhail Heavy Stubbers with an Onslaught Gatling Cannon - 20 pts.
  • Any model may replace its Rageus Ironhail heavy Stubber with one of the followings:
Fragstorm Grenade Launcher - 5 pts.
Icarus Rocket Pod - 5 pts.
Storm Bolters - 3 pts.
  • Any model may replace its three Storm bolters with three Kragstorm Grenade Launcher - 15 pts.
  • Any model may replace its Autolaunchers special rule with two Fragstorm Grenade Launchers - 10 pts.
  • Any model may take an Ironhail Heavy Stubber - 5 pts.

Transport Capacity: This model can transport 10 Angry Marines Angry Primaris Infantry models. It cannot transport Jump Pack or Black Brothers models and each Mk X Gravis model counts as two models instead of one.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • Dedicated Transport, Vehicle, Adeptus Astartes, Angry Repulsor, Transport, Fly


Angry Rhino Squadron[edit]

Fluff:

Whereas the Angry Marine drop pod drops from orbit to escape the angry marine and die (please JUST LET ME FUCKING DIE), the Angry Rhino fucking loves being a makeshift drop pod, the rush of the air as it falls from the ship, the screams and insults of the Angry Marines inside it, the sight of the planet getting closer and closer, yes, the Angry Rhino loves its job, FUCKING LOVE IT I TELL YOU COCKSUCKERS, PREPARE YOUR ANUSSSSSSS!!!!!! (KABOOM). And the Angry Rhino is one of the few things capable of surviving such a drop, never mind actually shooting and moving afterwards, despite the fact that it is, technically, weaker than the other tanks the Angry Marines have access to. But the rhinos don't care, they would happily/ANGRILY!!! do this for all eternity, FUCKING FOREVER I FUCKING TELL YOU!!! NOW GET ME BACK INTO ORBIT YOU CUNTS SO I CAN FUCKING DO THAT AGAIN!!!

This unit contains 1 Angry Rhino (Power Rating: 4). It can include 1 additional Angry Rhino (Power Rating: +4) or 2 Angry Rhinos (Power Rating: +8).

Name M WS BS S T W A Ld Sv
Angry Rhino * 6+ * 6 7 10 * 8 3+
Remaining W M BS A
6-10+ 12" 4+ 3
3-5 6" 5+ D3
1-2 3" 6+ 1

Wargear:

  • Storm bolter

Special Rules:

  • DAMNED MACHINERY!!!: If there is at least one model with a Power Wrench is embarked on this model, you can roll a D6 at the start of each of your turns; on a 5+, the Angry Rhino regains one lost wound.
  • Doormaker Charges: Rhino transports have no assault ramps to allow marines to jump out of to join the fight, and moreover due to their design there is no way to add a forward ramp. Angry techmarines found a way to bypass these limitations by the simple addition of a few demolition charges into a Rhino's front armour to BLOW ITS FUCKING FRONT ARMOUR TO HELL!!! and launch the Angry Marines inside it at the enemy. The added velocity can often send the unit of Angry Marines flying through the enemy unit and through to the other side, while screaming “FUCK YOU MOMENTUM!!! THE ENEMY IS IN THE OTHER FUCKING DIRECTION YOU FUCKING IDIOT!!!”
At the end of any of your movement phases you can Detonate the Doormaker Charges; this model is slain and Explodes; before any embarked models disembark, each unit within 6" suffers D3 mortal wounds. In addition, in the following Charge phase, units which disembarked after using this ability, may add 1” to their charge distances.
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Options:

  • Any model may take a Storm Bolter - 3 pts.
  • Any model may take a Hunter-killer Missile - 5 pts.
  • Any model may take items from the Vehicle Wargear Options list.

Transport Capacity: This model can transport 10 Angry Marines Infantry models. It cannot transport Jump Pack, Terminator, Angry Primaris or Angry Centurion models.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • Dedicated Transport, Vehicle, Adeptus Astartes, Angry Rhino, Transport


Drop Pod Squadron[edit]

(Insert flight of the Valkyries here)

Fluff:

Unlike all of the other Angry Marine vehicles, the drop pod is not a hateful, angry, spiteful creature, mostly because Angry Marine drop pods rarely survive one engagement, and are usually stolen from other chapters. As such, the machine spirits of Angry Marine drop pods more resemble frightened rabbits surrounded by wolves. Because of this though, once released from its moorings on the battle barge, the drop pod will travel at least twice as fast to the planet’s surface as a conventional drop pod, presumably so it can end its suffering and get rid of the Angry Marines inside it.

This innate ability to “seek glorious death in battle” has however, allowed the Angry Marine Drop Pod to win the Imperium of Man’s Martyrdom award on and off for the past 500 years, as few things can truly match up to the speed, consistency and brutality in which the drop pods seek to end their existence. The usual competition for the award are:

  • Any Krieg Guardsmen
  • Sisters of Battle penitent sisters
  • Any poor sod who tries to make sense of the imperium tax system, because they are doing good for humanity and will most certainly die in the process. Usually a glorious death in battle fighting mountains of paperwork.

This unit contains 1 Drop Pod (Power Rating: 5). It can include 1 additional Drop Pod (Power Rating: +5) or 2 Drop Pods (Power Rating: +10).

Name M WS BS S T W A Ld Sv
Drop Pod 0" - 3+ 6 6 8 0 8 3+

Wargear:

  • Three Storm Bolters

Special Rules:

  • Externally Awesome Improvised Seating: In their haste to get to the surface of a planet as fast as possible, Angry Marines will sometimes neglect to follow (read, ignore more than usual) the health and safety instructions regards drop pod seating capacity. Unfortunately, Angry Marines do not like sharing seats (especially as drop pods are cramped environments at the best of times) and so they will instead hold onto any external handholds on the drop pod, and cling for dear life as it plummets through the atmosphere. Although this increased passenger capacity has its uses, the extra weight and reduced aerodynamics of the drop pod requires it to travel at a much higher speed, resulting in an evening greater, earth shattering impact.
This unit may carry more models than are specified on its data sheet. However, when this unit uses its Please, JUST LET ME DIE!!! special count how many extra models it is carrying and consult below:
- 1-5 extra models, each model suffers a Strength 4 ap 0 damage 1 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 9” of this unit suffer minus 1 to their leadership characteristics until the start of your next movement phase.
- 6-10 extra models, each model suffers a Strength 5 ap 0 damage 1 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 12” of this unit suffer minus 1 to their leadership characteristics until the start of your next movement phase.
- 11-15 extra models, each model suffers a Strength 5 ap -1 damage 1 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 12” of this unit suffer minus 2 to their leadership characteristics until the start of your next movement phase.
- 15+ extra models, OKAY YOU FUCKING LUNATIC!!! IF YOU WANT PAIN I’LL GIVE YOU FUCKING PAIN!!!. Each model suffers a Strength 5 ap -2 damage 2 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 12” of this unit suffer minus 3 to their leadership characteristics until the start of your next movement phase and roll a D6 for each model within 11” of this unit but before any models are disembarked. On a 5+ that model suffers a mortal wound. If your models survive this endeavor then your opponent is contractually obliged to bow to you and shake your hand.
  • Immobile: After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.
  • Please, JUST LET ME DIE!!!: In their quest to end their terrible existence, Angry Marine drop pods will travel faster and hit their target with greater accuracy (a rarity amongst the Angry Marines) than their other chapter counterparts, all so that they can enjoy the sweet release of death
During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your movement phases, this model can perform a Drop Pod "Please, JUST LET ME DIE!!!" assault - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Each model inside the Drop Pod then suffers a Strength 3, AP 0, Damage 1 hit, as the drop pod hits the ground at a speed even Angry Marines find deeply uncomfortable. Than any models embarked inside must immediately disembark, but they must be set up more than 6" away from any enemy models (any models that cannot be set up because there is not enough room are slain); then, the drop pod suffers 3D3 mortal wounds, as the drop pod hits the ground at a speed that could shatter it into a billion pieces. Neither this model, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.

Transport Capacity: This model can transport 10 Angry Marines Infantry models. It cannot transport Jump Pack, Terminator, Angry Primaris, Black Brothers or Angry Centurion models.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • Dedicated Transport, Vehicle, Adeptus Astartes, Angry Rhino, Transport

Lords of War[edit]

Rachnus Rageous, Primarch of the Angry Marines[edit]

You wish your Primarch could have Persian and Baghdad ascetics.

Fluff:

Despite being the father of the Angry Marines, he isn't the most angry thing in existence, Rachnus was/is an incredibly calculating and intelligent Primarch, ironically on a level with Girlyman. After the heresy (FUCK YOU HORUS) Rachnus created the Angry Marines by modifying his own gene seed (the desert fangs), from an army of nulls, into an army of "FUCKING ANGRY BASTARDS WHO WILL NEVER FUCKING REST UNTIL GIRLYMAN (COUGH!!!) I MEAN CHAOS IS FUCKING DESTROYED!!!", in an attempt to remove them from the galactic spotlight (Khorne still cares though, but watching them makes him sad as he knows that they will never follow him) and thereby prevent their eradication.

Since then, Rageous has been kicking daemon ass in the eye of terror with his army of silencers, but little else is known about his doings. Some say that he has traversed the web ways, killing countless Eldar and daemons, some say that he was caught up in a tendril of a Tyranid hive fleet (said hive fleet deeply regrets any slight it may have caused to Rachnus, and asks that he stops annihilating them, if he does then the hive promises to leave the galaxy and never to return), while others insist that Rachnus has retired, instead pulling strings from the shadows to ensure that the Angry Marines don't get fucked over by some bureaucratic threat which they couldn't be bothered with.

Regardless, Rachnus is an incredibly competent and powerful individual, who is still capable of acts of extreme violence, especially against his traitor brothers, AND FUCKING GIRLYMAN!!!

This unit contains 1 Rachnus Rageous (Power Rating: 21). Only one of this model may be included in your army.

ALWAYS ANGRY!!! ALL THE TIME!!!
Name M WS BS S T W A Ld Sv
Rachnus Rageous 8" 2+ 2+ 6 6 9 6 10 2+

Wargear:

  • The Fangs of RAGING Desert
  • The Sandstorm Assault cannon

Special Rules:

  • ALWAYS ANGRY!!! ALL THE TIME!!!: Space Marines feel a more extreme array of emotions compared to humans, so imagine how angry Rachnus can be when he puts his mind to it.
This unit can make D3 additional attacks each time they fight and add 1 to their strength characteristic whenever they charged or made a heroic intervention. In addition, hit rolls of 6+ made by this unit in the fight phase count as 2 hits instead of 1.
  • And They Shall Know No Fear
  • DEATH CAN NOT STOP ME!!!: Terms and conditions apply, see your armor’s care guide for further instructions.
The first time model is slain; place this model on its side instead of removing it. At the start of your next turn, this model regains 3+2D3 wounds, and it's placed as close to its previous position as possible while remaining more than 1" from any enemy models. However, reduce this model's armor save and invulnerable save to a 4+ and 6+ respectively.
  • I HATE YOU TRAITOR BROTHERS!!!: ... AND YOU, BROTHER ROWBOAT!!!
Rachnus Rageous automatically hits his target if he's attacking any Chaos Primarch units. In addition, in the Fight Phase, Roboute Guilliman is treated as having a weapon skill of 5+ when attacking Rachnus Rageous and has a 2+ invulnerable save against attacks Rachnus Rageous makes.
  • Primarch of ANGER!!!: Although not technically true as their anger was artificially created by Rachnus to hide their blank abilities, I wouldn’t advise pointing this out to his face.
You can add 2 to Advance and Charge rolls for friendly Angry Marines units within 9" of this unit, and re-roll hit and wound rolls of 1 for these units. In addition, If your army is Battle-forged, you can re-roll any failed hit rolls for friendly Angry Marines units within 6" of this unit in the Fight Phase
  • The Armour of RAGE!!!: An armor of unknown origin, but shows extensive battle damage from millennia of abuse.
This unit has a 4+ invulnerability save and add 1 to this models save rolls against melee attacks.
  • The Null Primarch: Rachnus is utterly unique amongst his brothers, as while some of his other brothers were made as psykers, Rachnus was the only primarch to be made as a psychic blank.
    • This unit can never be the target of any Psychic powers. In addition, in your Psychic Phase, select the closest visible enemy Daemon or Psyker model within 18” of this unit. If you do, that model suffers 1 mortal wound. Ig the target is both a Daemon and a Psyker, the target suffers D3 mortal wounds instead. Finally, this unit can attempt to deny three Psychic powers in each enemy Psychic Phase, as if it were a Psyker, and adds 3 to any Deny the Witch roll he makes.

Keywords:

  • Faction:Imperium, Angry, Angry Marines
  • Lord of War, Monster, Adeptus Astartes, Character, Blank, Rachnus Rageous

Point Costs[edit]

Units[edit]

HQs[edit]

Unit Models per unit Points per model (weapons not included)
x x x

Characters[edit]

Unit Models per unit Points per model (weapons included)
Angry Captain Satchel 1 140
Brother Captain Especially Quiet 1 200
Captain Bat Shit Insane 1 150
Captain Tantrumus Fuckingham, The First and Best 1 190
Rachnus Rageous 1 420
The Guardians of Fury 2-5 80

Troops[edit]

Unit Models per unit Points per model (weapons not included)
Angry Intercessor Squad 5-10 20
Cock Knockers 5-10 21

Elites[edit]

Unit Models per unit Points per model (weapons not included)
Black Brothers 5-10 32

Fast Attacks[edit]

Unit Models per unit Points per model (weapons not included)
x x x

Heavy Supports[edit]

Unit Models per unit Points per model (weapons not included)
Angry Land Rider Squadron 1-3 163
Angry Predator Squadron 1-3 80
Angry Vindicator Squadron 1-3 140

Flyers[edit]

Unit Models per unit Points per model (weapons not included)
Angrytalon Gunship Squadron 1-3 105
Fury-Raven Gunship Squadron 1-3 240

Dedicated Transports[edit]

Unit Models per unit Points per model (weapons not included)
Angry Impulsor Squadron 1-3 100
Angry Razorback Squadron 1-3 80
Angry Repulsor Squadron 1-3 230
Angry Rhino Squadron 1-3 75
Drop Pod Squadron 1-3 75

Lords of War[edit]

Unit Models per unit Points per model (weapons not included)
x x x

Weapons[edit]

Melee Weapons[edit]

Weapon Points per weapon
Astartes Chainsword free
Power Feet 6
Universal Door Opener 5

Ranged Weapons[edit]

Weapon Points per weapon
Bolt Pistol free
Bolt Rifle free
Frag Grenades free
Hand Flamer of Wrath 5
Heavy Bolter 10
Heavy Onslaught Gatling Cannon 30
Ironhail Heavy Stubber 5
Krak Grenades free
Krakstorm Grenade Launcher 5
Rageous Ironhail Heavy Stubber 5
Storm Bolter 3
Stormstrike Missile Launcher free
Twin Assault Cannon 40
Twin Heavy Bolter 30
Universal Door Opener 5