ACOLYTE: KNOW NO FEAR

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CONTENTS

Datacard
Power armour
Base Sizes
Faction rules
Wargear & equipment
Progression
Battle honours Space marine Combat Doctrines
Grey Knight Tides of Warp
Space marine Chapter Tactics
Deathwatch Chapter Tactics
Grey Knight Psychic Powers
Firefight ploys


Know No Fear is an alternate ACOLYTE game-mode for 1+ players. You will need: Each player is represented by a single Space Marine operative, with a starting profile as follows:
SPACE MARINE APL MOVE HIT SAVE WOUNDS
3 6" 3+ 3+ 12
Specialisms: SPACE MARINE, COMBAT, MARKSMAN, SCOUT, STAUNCH
Wargear capacity 3

Deployment value 3
SPACE MARINE, IMPERIUM, SPACE MARINE

Scenarios can be generated using the scenario generator in the Core Rulebook. ACOLYTE narrative adventures are not balanced for these operatives, except where they scale with Deployment Value. Where any ACOLYTE scenario refers to Acolytes or the ACOLYTE RETINUE, substitute SPACE MARINE.

Editor's note:

Campagin Master could use additional rules from respective KT3 faction rules, replacing and rebalancing certain things to enrich your ACOLYTE experience. However this mod was tested in rather mild conditions, higher enemy operatives count cause massive out-activation players may experience. In such case it is recommended to mix SPACE MARINE and ACOLYTE RETINUE operatives in your Campaign. If playing GREY KNIGHT operative, don't forget to execute all Followers and Auxilia in the end, for narrative sake.

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.

AEGIS ARMOUR

This operative loses access to SPACE MARINE wargear and equipment lists. Instead, it gains access to GREY KNIGHT wargear and equipment list and it must select GREY KNIGHT specialism instead of any of those in datacard.
Note that when determining which special rules apply to this operative, both SPACE MARINE and GREY KNIGHT do (e.g. GREY KNIGHT operative can Reanimate Space Marine or vice versa).

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.

FACTION RULES

ASTARTES

During each friendly SPACE MARINE operative's activation, it can perform either two Shoot or two Shoot 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.

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, the initial roll difficulty is 3+ (rather than 4+). Note that this enables SPACE MARINE operative to be reanimated 4 times (rather than 3) during the scenario before it is slain.

DEATHWATCH

On character generation, you can choose whether SPACE MARINE (except AEGIS ARMOUR) operative is DEATHWATCH. If it is, it gains access to deathwatch wargear, equipment and chapter tactics. Whenever DEATHWATCH operative gains its first chapter tactic, it must select one from Deathwatch Chapter Tactics.

SANCTIC ASTARTES

During each friendly GREY KNIGHT operative's activation, it can perform either two Shoot or two Shoot actions. If it's two Shoot actions, a PSYCHIC weapon must be selected for at least one of them, and if it's a Psycannon, Psilencer or Incinerator, 1 additional AP must be spent for the second action if both actions are using that weapon.

BROTHERHOOD OF PSYKERS

Unlike ordinary psykers, GREY KNGIHT operatives do not perform universal Manifest Psychic Power actions and do not make psychic tests as Acolyte Core Rules describe. Instead, use the following rules:

GREY KNIGHT operatives can perform up to two different PSYCHIC actions during their activation. Note that a Shoot action with PSYCHIC weapon counts towards PSYCHIC actions. If it does so, roll a D6 after you resolve your second PSYCHIC action. On a roll of 1, it inflicts D3 damage on itself. If a GREY KNIGHT operative is Incapacitated as a result of this rule, roll a D6 before you remove the operative from the Killzone. On a roll of 6, each operative within 2" of this operative suffers D3 damage.

GREY KNIGHT operatives can only learn psychic powers from Grey Knight Psychic Powers section of Know No Fear.

WARGEAR & EQUIPMENT

Space Marine operatives may be equipped from the Space Marine Wargear List up to their Wargear Capacity and the Space Marine Equipment List up to 3EP per operative, plus any unused Wargear Capacity at a rate of 1EP per 1WP.

SPACE MARINE WARGEAR

Ranged weapons
NAME ATK HIT DMG WR WP
Astartes shotgun 4 +1 4/4 Range 6" 3
Auto bolt rifle 4 - 3/4 Torrent 1" 3
Bolt carabine 4 - 3/4 Accurate 1 3
Bolt Pistol 4 - 3/4 Range 8" 2
Bolt Rifle 4 - 3/4 Piercing Crits 1 3
Bolt Sniper Rifle 4
- Executioner 4 +1 3/4 Ammo* 3, Heavy (Dash only), Saturate, Seek Light, Silent
- Hyperfrag 4 +1 3/4 Ammo* 3, Blast 1", Heavy (Dash only), Silent
- Mortis 4 +1 3/3 Ammo* 3, Devastating 3, Heavy (Dash only), Piercing 1, Silent
Boltgun 4 - 3/4 - 3
Custom bolt carabine 4 - 3/4 Custom* 4
Flamer 5 +2 3/3 Range 8", Saturate, Torrent 2" 3
Executor bolt rifle 4
- Heavy 4 - 4/6 Heavy (Dash only), Lethal 5+, Piercing Crits 1
- Mobile 4 - 4/5 -
Executor heavy bolter 5 - 4/5 Ammo* 12, Heavy (Dash only), Lethal 5+, Piercing 1 5
Graviton gun 4 - 4/5 Grav*, Piercing 1 5
Hand Flamer 4 +2 3/3 Range 6", Saturate, Torrent 1" 2
Hellstorm bolt rifle 4 - 4/5 Torrent 1" 4
Hellstorm heavy bolter 5 - 4/5 Ammo* 12, Balanced, Heavy (Reposition only), Torrent 1" 5
Heavy bolt pistol 4 - 3/4 Ammo* 3, Range 8", Piercing Crits 1 3
Heavy bolt rifle 4 - 4/5 Piercing Crits 1 4
Heavy bolter 5
- Focused 5 - 4/5 Ammo* 12, Heavy (Reposition only), Piercing Crits 1
- Sweeping 4 - 4/5 Ammo* 12, Heavy (Reposition only), Piercing Crits 1, Torrent 1"
Las-Fusil 4 - 5/7 Ammo* 3, Heavy, Piercing 2 4
Marksman bolt carabine 4 - 3/4 Lethal 5+ 3
Melta rifle 4 - 6/3 Range 8", Devastating 4, Piercing 2 5
Meltagun 4 - 6/3 Range 6", Devastating 4, Piercing 2 5
Missile Launcher 5
- Frag 4 - 3/5 Ammo* 1, Blast 2", Heavy (Reposition only)
- Krak 4 - 5/7 Ammo* 1, Heavy (Reposition only), Piercing 1
Neo-volkite pistol 4 - 4/5 Range 8", Ammo* 3, Rending 3
Occulus bolt carabine 4 - 3/4 Saturate 3
Plasmagun 5
- Standard 4 - 4/6 Natural Reload*, Piercing 1
- Supercharge 4 - 5/6 Hot, Lethal 5+, Natural Reload*, Piercing 1
Plasma pistol 4
- Standard 4 - 3/5 Range 8", Ammo* 3, Natural Reload*, Piercing 1
- Supercharge 4 - 4/5 Range 8", Ammo* 3, Hot, Lethal 5+, Natural Reload* Piercing 1
Special issue bolt pistol 4 - 3/4 Ammo* 3, Range 8", Piercing 1 3
Stalker bolt rifle 3
- Heavy 4 - 3/5 Heavy (Dash only), Lethal 5+, Piercing Crits 1
- Mobile 4 - 3/4 -
Stalker marksman bolt carabine 4 +1 3/4 Lethal 5+, Piercing 1 4
Melee weapons
NAME ATK HIT DMG WR WP
Chainsword 4 - 4/5 - 1
Fists 4 - 3/4 - -
Lightning claw 4 - 4/5 Lethal 5+ 2
Power fist 4 -1 5/7 Brutal 3
Power weapon 4 - 4/6 Lethal 5+ 3
Thunder hammer 4 - 5/6 Shock, Stun 3
Hybrid weapons
NAME ATK HIT DMG WR WP
Boltstorm gauntlet 4
- Melee 4 -1 5/7 Brutal
- Ranged 4 - 3/4 Ammo* ∞, Range 8", Balanced
Flamestorm gauntlet 4
- Melee 4 -1 5/7 Brutal
- Ranged 5 +1 3/3 Ammo* ∞, Range 6", Saturate, Torrent 1"
Weapon attachments - max 1 per Ranged weapon
NAME ATK HIT DMG WR WP
Auxiliary grenade launcher Auto bolt rifle, Bolt rifle or Stalker bolt rifle only 2
- Frag 4 - 2/4 Ammo* 3, Blast 2"
- Krak 4 - 4/5 Ammo* 3, Piercing 1
Combi weapon Boltgun or Auto bolt rifle only.
Select one of the following profiles on Weapon purchase.
Choose between default weapon profile and this profile for each Shoot Action.
Combi-flamer 5 +2 3/3 Range 6", Ammo* 3, Saturate, Torrent 2" 1
Combi-grav 4 - 4/5 Range 6", Ammo* 3, Grav*, Piercing 1 2
Combi-melta 5 - 6/3 Range 3", Ammo* 3, Devastating 4, Piercing 2 2
Combi-plasma 5 - 4/5 Range 6", Ammo* 3, Piercing 1 2
Weapon customization Bolt weapons (excluding Bolt sniper rifle and Heavy bolter) only.
Add one of the following special rules to this weapon:
Balanced, Punishing, Lethal 5+, Devastating 1, Saturate, Piercing Crits 1, Rending
1
Shields - max 1 per operative
NAME ATK HIT DMG WR WP
Boarding shield Shield*, Deflect* Ranged 1 3
Combat shield Shield* 1
Storm shield Shield*, Deflect* Melee 1 4

*Ammo: This weapon can be used for X shooting attacks (instead of 6) until it's Depleted. Ammo ∞ means that weapon can never be Depleted, do not track its ammo.

*Custom: select one of the following weapon rules on purchase: Balanced, Lethal 5+, Piercing Crits 1, Rending or Saturate.

*Deflect (Ranged/Melee) X: Each time an attack with Ranged or Melee weapon (depending on ability selection) inflicts damage on this operative, subtract X from both weapon Damage stats.

*Dual-weild: When at least two Melee Weapons or two Pistols are equipped, excluding Fists and Combat Blades, weapons of equal or lesser WP stat within that pair gain the Relentless weapon rule. This cannot be combined with Boarding Shields or Storm Shields, nor is it Codex-compliant

*Grav: Each time this operative makes a shooting attack with this weapon, this weapon gains the Lethal X special rule equivalent to the target's unmodified Save stat.

*Fists: Any operative not equipped with a Melee weapon is automatically equipped with Fists.

*Heavy: Alongside the normal rules, operatives equipped with Heavy weapons may not be equipped with any other wargear except Bolt pistol, Heavy bolt pistol, Fists and Combat Blades.

*Natural Reload: If this weapon is Depleted for a whole turning point, at start of the turning point after that, in Ready Operatives step, this weapon is Reloaded to its full capacity.

*Shield: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of its opponent's successful hits are discarded.

DEATHWATCH WARGEAR

Ranged weapons
NAME ATK HIT DMG WR WP
Frag cannon 5
- Frag 4 - 4/6 Blast 2"
- Shell 4 - 5/6 Piercing 1
Infernus heavy bolter 5
- Focused 5 - 4/5 Heavy (Reposition only), Piercing 1
- Sweeping 4 - 4/5 Heavy (Reposition only), Piercing 1, Torrent 1"
- Flamer 5 +1 3/3 Range 8", Saturate, Torrent 2"
Melee weapons
NAME ATK HIT DMG WR WP
Heavy thunder hammer 4 -1 6/8 Shock, Stun 4
Lightning claw 4 - 4/5 Lethal 5+ 3
Xenophase blade 4 - 4/6 Brutal, Lethal 5+ 4
Hybrid weapons
NAME ATK HIT DMG WR WP
Guardian spear 6
- Ranged 4 - 3/5 Piercing Crits 1
- Melee 5 - 5/7 1" Devastating 1, Lethal 5+

GREY KNIGHTS WARGEAR

Ranged weapons
NAME ATK HIT DMG WR WP
Incinerator 5 +2 3/3 Range 8", Rending, Saturate, Torrent 2" 4
Psilencer 5
- Focused 5 - 3/4 Ceaseless, Devastating 1
- Sweeping 4 - 3/4 Torrent 1", 1" Devastating 1
Psycannon 5 - 4/5 Piercing 1, Lethal 5+ 5
Storm bolter 4 - 3/4 Ceaseless 3
Melee weapons
NAME ATK HIT DMG WR WP
Fists 4 - 3/4 -
Nemesis daemon hammer 5 -1 5/7 Brutal, Stun 4
Nemesis falchions 5 - 4/5 Relentless 3
Nemesis force sword 5 - 4/6 Lethal 5+ 3
Nemesis force halberd 5 - 4/6 1" Devastating 1, Lethal 5+ 3
Nemesis warding stave 5 - 4/5 Shock, Stun, Warding* 3

*Fists: Any operative not equipped with a Melee weapon is automatically equipped with Fists.

*Nemesis weapons: Any operative equipped with Nemesis weapons cannot be equipped with Incinerator, Psilencer or Psycannon.

*Storm bolter: Any operative not equipped with a Ranged weapon is automatically equipped with Storm bolter.

*Warding: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, first time it parries, two of its opponent's successful hits are discarded.

SPACE MARINE EQUIPMENT LIST

AUSPEX 2EP

The operative gains the Auspex Scan ability for the battle:
Once per turning point, when a friendly ANGEL OF DEATH operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.

COMBAT BLADE 1EP

The operative is equipped with the following Melee weapon for the battle:
NAME ATK HIT DMG WR
Combat blade 4 - 3/5

GRAPNEL LAUNCHER 2EP

The operative gains the Grapnel Launcher ability for the battle:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 6" it travels is counted as 2" for that climb.
  • This operative does not need to be within 1" of a physical and climbable part of a terrain feature to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.

GRAV CHUTE 2EP

The operative gains the Grav-chute ability for the battle:
  • During scenario setup, if this operative is wholly within your drop zone, it can perform a Grav-chute insertion. If it does so, you can perform a free Normal Move action with this operative. For that action, it has a Movement characteristic of 4" and can FLY.
  • Each time this operative moves off a Vantage Point, for that move, it can move as though it can FLY, so long as it does not move higher than that Vantage Point and ends that move lower than that Vantage Point.

JUMP PACK 4EP

The operative can FLY when performing Reposition or Charge action. If it does, its Move stat cannot be worse than 6". If the operative jumps during this action, it can jump up to 6". This item cannot be equipped on GRAVIS ARMOUR operative.

HELIX GAUNTLET 1EP

The operative can perform the following action during the scenario:

HELIX GAUNTLET 1AP
Select one friendly SPACE MARINE operative within 1” of and Visible to this operative. That operative regains 2D3 lost wounds.
This operative can only perform this action once during scenario.
This operative cannot perform this action while within Control range of an enemy operative.

MULTI-SPECTRUM ARRAY 2EP

The operative gains the Multi-Spectrum Array ability for the scenario.
When determining if an intended target is in this operative’s Line of Sight:
  • The intended target cannot be Obscured.
  • Areas of smoke (e.g. smoke grenade) have no effect.

PURITY SEAL 2EP

The operative gains the Purity Seal ability for the scenario:
Once per turning point, when this operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

SUSPENSOR SYSTEM 3EP

The operative gains the Suspensor System ability for the battle:
When this operative is equipped with Heavy weapon, change that weapon rule to Heavy (Dash only). When this operative is equipped with Heavy (Dash only) weapon, change that weapon rule to Heavy (Reposition only). When this operative is equipped with Heavy (Reposition only) weapon, remove that weapon rule.

CAMO CLOAK 3EP

Whenever an operative is shooting this operative, ignore the Saturate weapon rule. This operative has the Stealthy CHAPTER TACTIC. If you selected that CHAPTER TACTIC, you can do both of its options (i.e. retain two cover saves – one normal and one critical success).

TILTING SHIELD 2EP

The operative gains the Tilting Shield ability for the battle:
Once per turning point, when this operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).

SPACE MARINE GRENADES LIST

COMBAT GRENADES 2+EP

The operative is equipped with 2 grenades from the following list (you can select similar item twice). This equipment's cost is equal to the total cost of selected items.
NAME ATK HIT DMG WR EP
Frag grenade 4 -1 2/3 Range 6", Limited, Blast 2", Saturate 1
Krak grenade 4 -1 4/5 Range 6", Limited, Piercing 1, Saturate 2
Melta bomb 4 -1 5/3 Range 6", Devastating 3, Heavy (Reposition only), Limited, Piercing 2 3

UTILITY GRENADES 2EP

The operative is equipped with either 2 smoke grenades, or 2 stun grenades, or 1 smoke grenade and 1 stun grenade. Each grenade equipped allows the operative to perform the respective action once per scenario:

SMOKE GRENADE 1AP
Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
While an operative is wholly within an area of smoke, it’s obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.
In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your operative has selected this equipment.
STUN GRENADE 1AP
Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your operative has selected this equipment.

DEATHWATCH AMMUNITION

Unlike normal ACOLYTE RETINUE ammunition, DEATHWATCH ammunition is equipped on the operative itself, not its weapon. Whenever DEATHWATCH operative performs the Shoot action, it can select any compatible item of ammunition it has for that action, or use weapon's default profile. DEATHWATCH operatives cannot use same ROUNDS equipment more than once per activation.

DRAGONFIRE ROUNDS 1EP

Bolt weapons except Bolt sniper rifle

The weapon selected for this shooting attack gains Seek Light rule.

HELLFIRE ROUNDS 1EP

Bolt weapons except Bolt sniper rifle

The weapon selected for this shooting attack gains Rending rule.

KRAKEN ROUNDS 2EP

Bolt weapons except Bolt sniper rifle

The weapon selected for this shooting attack gains Piercing 1 rule.

VENGEANCE ROUNDS 1EP

Bolt weapons except Bolt sniper rifle

Add 1 to the normal Dmg of the weapon selected for this shooting attack.

CRYPTCLEARER SHELLS 1EP

Shotguns

The weapon selected for this shooting attack loses Range rule, and subtract 1 from its Hit stat.

WYRMSBREATH SHELLS 1EP

Shotguns

The weapon selected for this shooting attack gains Range 4" and Torrent 2" rules (preceeding over any rules weapon has), and subtract 1 from its normal and critical Dmg.

XENOPURGE SHELLS 2EP

Shotguns

The weapon selected for this shooting attack gains Piercing Crits 1 rule, and add 1 to its critical Dmg.

GREY KNIGHTS EQUIPMENT LIST

PSYK-OUT GRENADES 2EP

The operative is equipped with 2 psyk-out grenades:
NAME ATK HIT DMG WR
Psyk-out grenade 4 -1 1/5 Blast 2", Seek, Limited, Lethal 5+, Range 6"

GYROTEMPORAL VAULT 2EP

Once per Turning point, this operative can perform a free Pick Up Marker, Drop Marker action, or a free MISSION ACTION.

HEXAGRAMMATIC WARDING 1EP

Once per Scenario, when this operative is activated, you can use this equipment (no action required). The operative regains 2D3 lost wounds.

AUGURIUM SCROLLS 2EP

Once per turning point, when this operative fights in combat with Nemesis force weapon, Nemesis falchions, Nemesis daemon hammer or Nemesis warding stave, you can strike with one normal hit from your Attack dice pool before any other attack dice are resolved.

NULL BOLT 2EP

Once per Scenario, when this operative performs Shoot action with a Storm bolter, it gains Piercing 2 Special rule for that shooting attack. This equipment cannot be used if Psybolt Ammunition Firefight ploy has effect.

DOMINA LIBER DAEMONICA 1EP

Once per Scenario, when this operative inflicts damage on self as a result of PSYCHIC action, you can use this rule. That damage is not inflicted.

PROGRESSION

SPACE MARINE operatives accrue experience as specified in each scenario as if they were Acolytes, and will increase in level after a scenario if they reach one of the below thresholds:
Rank Level XP Benefit
Adept 0 0 +1 Chapter tactic* of choice (or Smite and Psychic Interact Psychic powers* if the operative is GREY KNIGHT)
1 25 +1 Wounds stat
2 50 +1 Firefight ploy of choice
3 100 +1 Wargear capacity
Veteran 4 150 +1 Combat doctrine* (or Tide of warp* if the operative is GREY KNIGHT) of choice
5 200 +1 Hit stat (choose Melee or Ranged weapon type).
6 275 +1 Firefight ploy of choice
7 350 +1 Wargear capacity
Ace 8 425 Battle honour Specialism of choice; +1 Random Battle honour
9 500 +1 Wounds stat
10 600 +1 Chapter tactic* (or Psychic power* if the operative is GREY KNIGHT) of choice
11 700 +1 Wargear capacity
Grizzled 12 800 +1 Random Battle honour
13 900 +1 Hit stat (weapon type that was not selected on level 5)
14 1000 Reduce cost of one Firefight Ploy to 0CP
15 1100 +1 Wargear capacity
Revered 16 1350 +1 Random Battle honour
17 1500 +1 Wounds stat
18 1650 +1 Firefight ploy of choice
19 1800 +1 Wargear capacity
Legend 20 2000 +1 Chapter tactic* (or Psychic power* if the operative is GREY KNIGHT) of choice; +1 Chapter relic*

*Chapter tactics: Described in Space Marine Chapter Tactics.

*Chapter relics: When an operative gains a Chapter relic, choose one of the following options at no EP or WP cost:

BATTLE HONOURS

When SPACE MARINE (or GREY KNIGHT) operatives first earn a Battle Honour, they must choose one of the core specialisms: Combat, Marksman, Scout or Staunch. Each time a Space Marine operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the table below, depending on the operative's faction keyword:

SPACE MARINE Battle Honours
D6 Battle honour
1 Assassin: This operative can perform the Charge action while it has a Conceal order.
2 Chapter Exemplar: This operative gains an additional Chapter Tactics ability.
3 Honoured by the Armoury: In the Select Equipment step, when selecting equipment from your stash, you can select one item of equipment to equip this operative with for one less equipment point (to a minimum of 0EP).
4 Mobile: This operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
5 Specialized: Select one Battle Honour for this operative from the Combat, Staunch, Marksman or Scout specialisms. Note that you can select a Battle Honour from that specialism even if the operative couldn't normally progress in it.
6 Spiritual Resolve: You can re-roll Recovery tests taken for this operative. In addition, each time this operative gains a Battle Scar, you can roll an extra D6 and select which result to use.
GREY KNIGHT Battle Honours
D6 Battle honour
1 Potent Psyker: Once per Scenario, this operative can perform PSYCHIC action for one less AP, to a minimum of 0.
2 First To The Fray: When this operative fights in combat in activation in which it charged, its melee weapons gain Severe rule for that activation.
3 Master of Warp: Select a Tide of Warp this operative doesn't have yet. If this operative already has another Tide of Warp (or when it will have in future), you can select which Tide of Warp is dominant for turning point at Strategy phase when it's your time to make a strategic gambit.
4 Daemon Slayer: each time this operative fights in combat with CHAOS DAEMON operative, its melee weapons gain Balanced rule.
5 Relics of Titan: In the Select Equipment step, when selecting equipment from your stash, you can select one item of equipment to equip this operative with for one less equipment point (to a minimum of 0EP).
6 Hammer Of Righteousness: Once per turning point, first time this operative shoots at a CHAOS operative within 8" of this operative, it is not Obscured.

SPACE MARINE COMBAT DOCTRINES

At level 4 each SPACE MARINE operative selects a single passive Combat Doctrine and gains the following ability:

ASSAULT DOCTRINE

Whenever a friendly SPACE MARINE operative is fighting or retaliating, its weapons have the Balanced weapon rule.

DEVASTATOR DOCTRINE

Whenever a friendly SPACE MARINE operative is shooting an operative more than 6" from it, its weapons have the Balanced weapon rule.

TACTICAL DOCTRINE

Whenever a friendly SPACE MARINE operative is shooting an operative within 6" of it, its weapons have the Balanced weapon rule.

GREY KNIGHT TIDES OF WARP

At level 4 each GREY KNIGHT operative selects a single Tide of Warp and gains the following ability:

TIDE OF SHADOWS

Each time a shooting attack is made against a friendly GREY KNIGHT Operative, if it's not in Cover, you can retain one Defence dice.

TIDE OF CELERITY

Each time a friendly GREY KNIGHT Operative performs a Charge action, it can move an additional 1" for that action.

TIDE OF CONVERGENCE

Storm bolter, Psilencer or Psycannon weapons GREY KNIGHT operatives are equipped with gain Severe weapon rule.

TIDE OF ESCALATION

Smite weapons GREY KNIGHT operatives are equipped with have Range 12" weapon rule (instead of Range 6").

SPACE MARINE CHAPTER TACTICS

First time you select a Chapter tactic for SPACE MARINE operative, you must select one from the following table:
Chapter tactic Effects
Aggressive This operative's melee weapons have the Rending weapon rule.
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).
Resolute You can ignore any changes to this operative's APL stat.
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.
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).
Hardy Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.
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 This operative's ranged weapons have the Saturate weapon rule.

DEATHWATCH CHAPTER TACTICS

First time you select a Chapter tactic for DEATHWATCH operative, you must select one from the following table:
Chapter tactic Effects
Black Shield When this operative performs the Charge action, after it makes a charge move, inflict 1 damage to each enemy operative within 1" of it.
Tactician This operative can perform the Fall Back action for 1 less AP, and it can perform Charge action after Fall Back action, if it did move not more than 3".
Huntsman Whenever this operative fights, retailiates or shoots against enemy LEADER operative, its weapons gain Severe weapon rule.
Xenobiologist This operative gains additional 2XP for each distinct kind of enemy XENOS operatives it has eliminated during the Campaign.

GREY KNIGHT PSYCHIC POWERS

When a GREY KNIGHT operative is created, it gains Smite and Psychic Interact Psychic powers. At levels 10 and 20 it gains an additional Psychic power from a list below:

SMITE

The operative is equipped with the following Ranged weapon for the battle:
NAME ATK HIT DMG WR
Smite 5 - 2/2 PSYCHIC, Range 6", Ammo ∞ Lethal 5+, Devastating 2

PSYCHIC INTERACT

The operative can perform the following action during the scenario:

PSYCHIC INTERACT 1AP
PSYCHIC. Perform a free Interact action with this operative. An object of that action can be within 3" of this operative.

PURIFYING FLAMES

The operative can perform following action during the Scenario:

Purifying flames 1AP
PSYCHIC. Select an enemy Operative visible and within 6" of this operative. If this Operative performs this action while being within Engagement range of any enemy Operatives, select all enemy Operatives that are within Engagement range of this Operative instead. Roll 3D6. For each result of 3+, each target suffers a number of mortal wounds equal to dice result. For each result of 1, this Operative suffers 3 mortal wounds.

HAMMERHAND

The operative is equipped with the following Melee weapon for the battle:
NAME ATK HIT DMG WR
Hammerhand 4 - 5/5 PSYCHIC, Devastating 2, Lethal 5+, Shock

GATE OF INFINITY

The operative can perform the following action during the scenario:

Gate Of Infinity 1AP
PSYCHIC. Select a friendly GREY KNIGHT operative within 6" of this Operative. Remove it from the Killzone and set up again at any place in the Killzone not within 6" of any enemy Operatives.

SANCTUARY

The operative can perform the following action during the scenario:

Sanctuary 1AP
PSYCHIC. Select a friendly GREY KNIGHT operative visible to this Operative. Until this operative is incapacitated or until its next activation (whichever comes first), when that friendly operative is fighting in combat, or a shooting attack is made against that friendly operative, you can ignore damage from one Attack dice inflicted to that Operative.

PSYCHIC ONSLAUGHT

The operative can perform the following action during the scenario:

Psychic Onslaught 1AP
PSYCHIC. Until the end of this Operative's activation, increase both Damage characteristics of Ranged weapons it is equipped with by 1.

FIREFIGHT PLOYS

Instead of common ACOLYTE firefight ploys, SPACE MARINE (and GREY KNIGHT) operatives can gain access to the following firefight ploys:

AND THEY SHALL KNOW NO FEAR

You can ignore any changes to the stats of friendly SPACE MARINE (or GREY KNIGHT) operatives from being injured (including their weapons' stats).

SPACE MARINE FIREFIGHT PLOYS

ADAPTIVE TACTICS

Use this firefight ploy when a friendly SPACE MARINE operative is activated. Change your secondary Chapter Tactic. If this operative has only one Chapter tactic, select a secondary Chapter Tactic. Note this ploy only lasts until the end of the turning point, at which point your original secondary Chapter tactic returns.

INDOMITUS

Use this firefight ploy when an operative is shooting a friendly SPACE MARINE operative. Whenever an operative is shooting a friendly SPACE MARINE operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

TRANSHUMAN PHYSIOLOGY

Use this firefight ploy when an operative is shooting a friendly SPACE MARINE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

SHOCK ASSAULT

Use this firefight ploy when a friendly SPACE MARINE operative is performing the Fight action during an activation in which it performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:
  • Its melee weapon has the Shock weapon rule.
  • The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).

WRATH OF VENGEANCE

Use this firefight ploy when a friendly SPACE MARINE operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.

GUERILLA WARFARE

Use this firefight ploy when a friendly active SPACE MARINE has 1 APL left, and is not within Control range of any enemy operatives. Change its order. This operative is Expended then.

VANGUARD

Use this firefight ploy when a friendly active SPACE MARINE performs a Pick Up Marker or MISSION action. That action is made for 1 less AP.

STEALTH ASSAULT

Use this firefight ploy when a friendly active SPACE MARINE that has a Conceal order is activated, given an Engage order, performs the Charge action and then the Fight action, and you're resolving your first attack dice from this activation. After doing so, you can immediately resolve another of your attack dice (before your opponent). The operative cannot have performed any other actions during this activation (but can do so after resolving this ploy).

GREY KNIGHT FIREFIGHT PLOYS

FIGHT ON THE MOVE

Use this firefight ploy when a friendly GREY KNIGHT Operative performs a Full Back action. That action costs 1AP less, to a minimum of 0AP.

DYNAMIC INSERTION

Use this firefight ploy when a friendly GREY KNIGHT operative is activated. Remove that Operative from Killzone and set it up anywhere in the Killzone that is not within 2" of any enemy Operatives. That friendly Operative cannot perform Charge action for that activation.

PSYCHIC CHANNELING

Use this firefight ploy while a friendly GREY KNIGHT performs a Shoot action with Smite weapon. Select another friendly GREY KNIGHT operative that is in the Killzone. When making a shooting attack during that action, measure Visibility and Line of sight from that friendly model instead.

THE AEGIS

Use this firefight ploy when enemy Operative performs PSYCHIC action. That action is not resolved, and that enemy Operative cannot perform that action until the end of the battle. This firefight ploy can be used only once per Scenario.

EDICT IMPERATOR

Use this firefight ploy when you select an Expended friendly operative to Counteract. Activate it again instead. That operative can no longer Counteract during this Turning point.