Space Marine Faction Rules

Whenever your ACOLYTE operative is SPACE MARINE, the following rules are always applied to that operative disregarding its progression or status.

ASTARTES

During each friendly SPACE MARINE operative's activation, it can perform either two Shoot or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a Bolt sniper rifle, Executor heavy bolter, Heavy bolter, or Hellstorm heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

For the purposes of this faction rule, Infernus heavy bolter's focused and sweep profiles count as the same bolt weapon, and flamer profile counts as non-bolt weapon. Combi-weapon's bolt profiles count as the same weapon and combi-weapon's non-bolt profiles count as another non-bolt weapon.

For example, if an operative shoots with an overheat profile of a Combi-plasma attached to Stalker bolt rifle, that operative cannot shoot with a standard profile of Combi-plasma afterwards, but can then shoot with mobile or stationary (if able) profile of Stalker bolt rifle.

LONE OPERATIVE

Unless the scenario states otherwise, a SPACE MARINE operative cannot have any followers, and cannot take any AUXILIA operatives for the scenario. Its Follower Capacity is always 0 and cannot be modified by any means.

TRANSHUMAN PHYSIOLOGY

Whenever a friendly SPACE MARINE operative is Incapacitated, the Reanimate action with it could be performed only if the operative performing that action is also SPACE MARINE.

When making reanimation roll for a SPACE MARINE operative, the initial roll difficulty is 3+ (rather than 4+). Note that this enables SPACE MARINE operative to be reanimated maximum of 4 times (rather than 3) during the scenario.