Space Marine Abilities

Each SPACE MARINE operative has the following ability:

Astartes: During each this operative’s activation, it can perform either two Shoot actions 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 or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon. In addition, this operative can counteract regardless of its order.

SPACE MARINE CHAPTER TACTICS

Each time you select a Chapter tactic for a SPACE MARINE operative, you must select one from the following table. DEATHWATCH operatives may use one of DEATHWATCH Chapter tactics instead:

AGGRESSIVE

Aggressive: This operative's melee weapons have the Rending weapon rule.

DUELLER

Dueller: Once per sequence, whenever this operative is fighting or retaliating:

  • One of your normal successes can block one unresolved critical success (unless the enemy operative's weapon has the Brutal weapon rule).
  • One of your critical successes can block two unresolved normal successes (instead of one critical success).

HARDY

Hardy: Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

MOBILE

Mobile:

  • This operative can perform the Fall Back action for 1 less AP.
  • This operative can perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).

RESOLUTE

Resolute: You can ignore any changes to this operative's APL stat.

SHARPSHOOTER

Sharpshooter: Whenever this operative is shooting during an activation in which it hasn't performed the Charge, Fall Back or Reposition action, its bolt weapons have the Severe weapon rule.

SIEGE SPECIALIST

Siege Specialist: This operative's ranged weapons have the Saturate weapon rule.

STEALTHY

Stealthy: Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.

DEATHWATCH CHAPTER TACTICS

BLACK SHIELD

Black Shield: Whenever this operative finishes the Charge action, inflict 1 damage to each enemy operative within control range of this operative.

HUNTSMAN

Huntsman: Whenever this operative fights, retailiates or shoots against enemy LEADER operative, its weapons have the Severe weapon rule.

TACTICIAN

Tactitian: Whenever CP is spent for this operative, roll a D6. On a 5+ that CP is refunded.

XENOBIOLOGIST

Xenobiologist: This operative gains additional 2XP for each distinct datasheet name keyword (e.g. HORMAGAUNT) of enemy operatives that don't have IMPERIUM, CHAOS or UNALIGNED keyword, this operative has incapacitated during the Campaign.

In addition, when shooting, fighting or retailiating an enemy operative that has no IMPERIUM or CHAOS top level keyword, add 1 to this operative's weapon's critical Dmg stat, to a maximum of 7.

COMBAT DOCTRINES

At level 4 each SPACE MARINE operative selects a single passive Combat Doctrine and gains one of the following abilities. If an operative has more than one Combat Doctrine ability, in the Strategy phase of each turning point you must select which one of them has the effect for this operative.

ASSAULT DOCTRINE

Assault Doctrine: Whenever this operative is fighting or retaliating, its weapons have the Balanced weapon rule.

DECAPITATION DOCTRINE

This Combat Doctrine can only be selected for a DEATHWATCH operative.

Decapitation Doctrine: Whenever this operative is shooting, fighting or retailiating against an enemy operative with LEADER or EPIC HERO keyword, its weapons have the Lethal 5+ weapon rule. If the weapon already has that weapon rule, it has the Lethal 4+ weapon rule instead.

DEVASTATOR DOCTRINE

Devastator Doctrine: Whenever this operative is shooting an operative more than 6" from it, its weapons have the Balanced weapon rule.

TACTICAL DOCTRINE

Tactical Doctrine: Whenever this operative is shooting an operative within 6" of it, its weapons have the Balanced weapon rule.