Space Marine Abilities
Each SPACE MARINE operative has access to the following abilities as it goes through its progression:
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).
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
BRUTAL ASSAULT
Brutal Assault: Whenever this operative is fighting, if it has selected the Thunder hammer or Heavy thunder hammer for that action, that weapon has the Brutal weapon rule. Whenever this operative performs the Charge action, if it is equipped with any melee weapons with Hit stat of -1, that melee weapons have the Ceaseless weapon rule.
HEADTAKER
Headtaker: Whenever this operative is not equippend with melee weapons other than Fists, Combat blade or Combat blades, it can perform the Charge action while it has the Conceal order.
STRATEGIC COMMAND
Strategic Command: While this operative is selected for deployment in the scenario, and is not incapacitated, twice per scenario players can do either:
- Use a strategy ploy for 0CP
- Use a firefight ploy for 0CP
Note that SPACE MARINE operatives have no access to strategy ploys, and therefore that option is only available if you have both SPACE MARINE and ACOLYTE RETINUE operatives selected for deployment.
ADAPTABLE ARMOURY
Adaptable Armoury: You can select additional 3EP of equipment for this operative in the Select Wargear And Followers step.
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.
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.
VETERAN DOCTRINE
This Combat Doctrine can only be selected for a DEATHWATCH operative.
Veteran Doctrine: In the Strategy phase, as one of your gambits, select Engage or Conceal. Whenever the operative shoots or fights against an enemy operative with that order, its weapons have the Balanced weapon rule.
OTHER ABILITIES
Some rare rules may refere to the following abilities:
Medic!
Medic!: The first time during each turning point that another friendly SPACE MARINE operative is incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated and has D3 wounds remaining, or 2D3 if this operative has the Medkit equipment (that equipment is used in such case). That friendly operative can then immediately perform a free Dash action, but must end that move with this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends.
Each use this rule counts as Reanimate action for purpose of tracking the difficulty and possibility of reanimations.
You cannot use this rule if this operative is incapacitated.
TACTICAL RELOAD
Tactical Reload: Once per activation, this operative can perform the Reload action for free.
TRACK TARGET
Track Target:This operative can perform the Guard action while it has a Conceal order, but when you perform the free Shoot or Fight action during the interruption, you must change its order to Engage, if the weapon selected for that interruption has no Silent weapon rule.