SPACE MARINE | APL | MOVE | HIT | SAVE | WOUNDS | |||||
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3 | 6" | 3+ | 3+ | 12 |
Specialisms: SPACE MARINE, COMBAT, MARKSMAN, SCOUT, STAUNCH |
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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.
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.
When the operative is generated, it gains access to one additional SPACE MARINE Firefight ploy of choice.
When the operative is generated, add 2 to its Wounds stat.
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.
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.
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).
It is strongly recommended to use the following guide for operative base sizes:
However, you may use your operatives with bases they were packaged with.
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.
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. |
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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.
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+ |
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.
NAME | ATK | HIT | DMG | WR | |
Combat blade | 4 | - | 3/5 |
HELIX GAUNTLET | 1AP |
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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. |
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 |
SMOKE GRENADE | 1AP |
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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 |
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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. |
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.
Bolt weapons except Bolt sniper rifle
The weapon selected for this shooting attack gains Seek Light rule.
Bolt weapons except Bolt sniper rifle
The weapon selected for this shooting attack gains Rending rule.
Bolt weapons except Bolt sniper rifle
The weapon selected for this shooting attack gains Piercing 1 rule.
Bolt weapons except Bolt sniper rifle
Add 1 to the normal Dmg of the weapon selected for this shooting attack.
Shotguns
The weapon selected for this shooting attack loses Range rule, and subtract 1 from its Hit stat.
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.
Shotguns
The weapon selected for this shooting attack gains Piercing Crits 1 rule, and add 1 to its critical Dmg.
NAME | ATK | HIT | DMG | WR | |
Psyk-out grenade | 4 | -1 | 1/5 | Blast 2", Seek, Limited, Lethal 5+, Range 6" |
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:
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. |
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:
|
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 |
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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. |
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. |
NAME | ATK | HIT | DMG | WR | |
Smite | 5 | - | 2/2 | PSYCHIC, Range 6", Ammo ∞ Lethal 5+, Devastating 2 |
PSYCHIC INTERACT | 1AP |
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PSYCHIC. Perform a free Interact action with this operative. An object of that action can be within 3" of this operative. |
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. |
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NAME | ATK | HIT | DMG | WR | |
Hammerhand | 4 | - | 5/5 | PSYCHIC, Devastating 2, Lethal 5+, Shock |
Gate Of Infinity | 1AP |
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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 | 1AP |
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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 | 1AP | PSYCHIC. Until the end of this Operative's activation, increase both Damage characteristics of Ranged weapons it is equipped with by 1. |
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Instead of common ACOLYTE firefight ploys, SPACE MARINE (and GREY KNIGHT) operatives can gain access to the following firefight ploys: