Space Marine Operatives
Each new SPACE MARINE operative is starting with the following datasheet. As the operative progresses, its stats may be modified, and unique abilities and actions may be added to the operative's datasheet:
SPACE MARINE | APL | MOVE | HIT | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|---|
3 | 6" | 3+ | 3+ | 12 |
NAME | ATK | HIT | DMG | WR | |
Fists | 4 | - | 3/4 | - |
Specialisms: SPACE MARINE, COMBAT, MARKSMAN, SCOUT, STAUNCH
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POWER ARMOUR
When creating a SPACE MARINE character, you must select a Power armour it will use during the campaign. Each Power armour has its benefits and restrictions. Power armour cannot be changed during campaign.
FIRSTBORN ARMOUR
When the operative is generated, it gains access to one additional SPACE MARINE Firefight ploy of choice.
MKX TACTICUS ARMOUR
When the operative is generated, add 2 to its Wounds stat.
MKX PHOBOS ARMOUR
When the operative is generated, add 1" to its Move stat.
This operative cannot be equipped with Heavy weapons, except of Bolt Sniper Rifle or Las-Fusil.
MKX GRAVIS ARMOUR
When the operative is generated, add 6 to its Wounds stat, but subtract 2" from its Move stat.
This operative is always equipped with Suspensor System for 0EP.
BASE SIZES
It is strongly recommended to use the following guide for operative base sizes:
- MKX GRAVIS ARMOUR operative: 40mm round base.
- Any other SPACE MARINE operatives: 32mm round base.
However, you may use your operatives with bases they were packaged with.