Space Marines are genetically enhanced super-soldiers who can perform two Shoot or Fight actions per activation, with customizable Chapter Tactics that allow players to adapt their playstyle between aggressive melee, resilient defense, or precise shooting.
Core Abilities
Unusual Shooting
Eliminator Sniper: Bolt sniper rifle (executioner) [Seek Light]Eliminator Sniper: OPTICS: ignore obscuringAUSPEX: ignore obscuring within 8"
Unusual Melee
Super Conceal
Out of Order Movement
Firefight Ploy: Wrath of Vengeance: free 1AP action during counteraction
Activation Manipulation
APL Modifiers
Thunder hammer [Stun]
Bitter Demise
Block Rerolls
Damage Reduction
Operative: Iron Halo: ignore normal damage from attack dice once per battle
Faction Rules
- CHAPTER TACTICS: Select primary and secondary tactics for operatives to gain unique combat bonuses.
- ASTARTES: Operatives can perform two Shoot or two Fight actions per activation.
Strategic Ploys
- COMBAT DOCTRINE: Weapons gain Balanced based on selected doctrine.
- AND THEY SHALL KNOW NO FEAR: Ignore stat changes from being injured.
- ADAPTIVE TACTICS: Change secondary chapter tactic until turn end.
- INDOMITUS: Discard one fail to retain a success when shot.
Firefight Ploys
- ADJUST DOCTRINE: Change Combat Doctrine after use
- TRANSHUMAN PHYSIOLOGY: Retain normal success as critical
- SHOCK ASSAULT: Gain Shock rule and +1 damage
- WRATH OF VENGEANCE: Perform extra free action on counteraction
Equipment
- PURITY SEALS: Discard one fail to retain another as success when shooting, fighting, or retaliating.
- CHAPTER RELIQUARIES: Use Wrath of Vengeance ploy for 0CP with Engage order operative.
- TILTING SHIELDS: Opponent cannot retain attack dice less than 6 as criticals in fight or retaliation.
- AUSPEX: Enemy operatives within 8" cannot be obscured when shooting.
No rules commentary available for this faction yet.
Check the full faction rules for complete details.