Space Marine Training Course
If the Base Of Operations is Strike Cruiser, the following trainings are available for SPACE MARINE operatives when they are in Base Of Operations. Each SPACE MARINE operative can only perform one training per time. Each training requires the given number of scenarios to be completed. After the training is completed, the operative gets the ability or ability improvement as described. Each series of trainings can only be completed in succession, to access the next training the operative must complete all previous trainings.
All Training Course enhancements are in effect for the scenario, in whicn in the Set Up Operatives step, the operative is equipped with wargear or equipment written as requirement in the corresponding course.
FIELD MEDICINE
Required Equipment: Medkit or Helix Gauntlet
1. EMERGENCY TRAUMATOLOGY
4 scenarios
Whenever the operative successfully reanimates a friendly operative, you can re-roll the result of 2D3 roll for remaining wounds on reanimated operative.
2. ANTI-SHOCK TREATMENT
3 scenarios
Whenever the operative performs the Reanimate action, you can re-roll the result of 1.
3. PARAMEDIC ATTESTATION
4 scenarios
The operative has the Medic! ability
MARKSMANSHIP
Required Wargear: Boltgun, Bolt Rifle, Auto Bolt Rifle, Stalker Bolt Rifle, Heavy Bolt Rifle or Bolt Sniper Rifle
1. CONDENSED ENVIRONMENT RANGE
4 scenarios
Whenever the operative shoots a target that is Obscured, instead of removing one successful hit, re-roll it, and you must accept the result of that re-roll.
2. SHORT BURST PRACTICE
4 scenarios
Whenever the operative benefits from Devastator Doctrine, its weapons gain the Ceaseless weapon rule (instead of Balanced)
3. COVERT POSITION PRACTICE
3 scenarios
Whenever the operative has the Conceal order and is in Cover, it is always treated as being in Cover disregarding from any other rules (except of being within 2").
SMALL ARMS MASTERY
Required Wargear: Bolt Pistol, Heavy Bolt Pistol, Hand Flamer, Plasma Pistol or Inferno Pistol
1. RAPID RELOAD
3 scenarios
The operative has the Tactical Reload ability for weapons with Ammo 3 weapon rule
2. CQB SHOOTING RANGE
4 scenarios
Whenever the operative benefits from Tactical Doctrine, its weapons gain the Ceaseless weapon rule (instead of Balanced)
3. PRECISION PRACTICE
4 scenarios
Whenever the operative shoots, add 2" to the operative's pistol and hand ranged weapons Range weapon rule, if the operative did not perform Reposition, Fall Back or Charge action in that activation/counteraction.
ART OF MELEE
Required wargear: Power weapon, Power maul, Power fist or Xenophase blade
1. STEADY PARRY
3 scenarios
Whenever the operative fights or retailiates, if it is Injured, you can select its melee weapons to have the Accurate 2 weapon rule, but you can use that successes only for block
2. DIRTY FIGHTER
4 scenarios
The operative has access to the Shock Assault firefight ploy. If it has the access to that ploy from progression, it can use that firefight ploy even if the operative did not perform the Charge action.
3. SWIFT STRIKE
4 scenarios
Improve the Atk stat of the Power weapon, Power maul, Power fist or Xenophase blade the operative is equipped with by 1, to a maximum of 5.