Tactical Marine

Homebrew by Darkan

A Tactical Marine is a Firstborn Space Marine who is equipped to fight using a variety of ranged weapons across a broad range of combat conditions and is part of a ten-Astartes unit called a Tactical Squad. Tactical Squads were once the most common type of Space Marine squad in a given company and formed the mainstay of a Firstborn Space Marine Chapter. It was he most numerous and strategically versatile warriors in a Codex Astartes-compliant Chapter form battleline squads. They are flexible enough to press home an attack, or hold a position with withering firepower. Whatever the strategic challenge, battleline squads are usually equal to the task.

100% positive
Composition

1 TACTICAL MARINE operative selected from the following list:

  • TACTICAL MARINE CAPTAIN

  • TACTICAL MARINE SERGEANT with one option from each of the following:

    Fists and one of the following options:

    • Combi-flamer, combi-grav, combi-melta or combi-plasma.

    Or one option from each of the following:

    • Chainsword, power fist or power weapon,

    • Bolt pistol, grav-pistol, hand flamer, inferno pistol or plasma pistol.

5 TACTICAL MARINE operatives selected from the following list:

  • TACTICAL MARINE WARRIOR

  • TACTICAL MARINE GUNNER

    each separately equipped with fists and one of the following options:

    • Flamer, grav-gun, meltagun or plasma gun
  • TACTICAL MARINE HEAVY GUNNER

    each separately equipped with fists and one of the following options:

    • Heavy bolter or missile launcher

Other than TACTICAL MARINE WARRIOR operatives, your kill team can only include each operative above once.

Common Abilities and Options

Astartes:
During each friendly TACTICAL MARINE operative's activation, it can perform either two Shoot actions or two Fight actions. For Shoot actions, other than bolt weapons, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly TACTICAL MARINE operative can counteract regardless of its order.

Tactical Leader:
Whenever this operative is a leader in the killzone, improve it’s ranged and melee weapons Hit stat by 1

Tactical Marine Captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma pistol
Standard (Rng 8", Piercing 1)
4
2+
4/5
Supercharged (Rng 8", Hot, Lethal 5+, Piercing 1)
4
2+
4/5
Power sword (Lethal 5+)
5
2+
4/6
Abilities
Astartes1AP: Captain's Direct OrderIron HaloTactical Leader

Captain's Direct Order (1AP): Select one friendly operative visible to and within 8” of this operative. That selected friendly operative can immediately perform one free Shoot action to any valid target during this operative activation.

This operative cannot perform this action while within control range of enemy operative or more than once per turning point.

That selected friendly operative cannot perform this action while it within control range of enemy operative.

Iron Halo: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, LEADER, TACTICAL MARINE, CAPTAIN
Tactical Marine Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8")
4
2+
3/4
Combi-flamer
Boltgun
4
2+
3/4
Auxiliary flamer (Rng 6", Saturate, Torrent 1", Lim1)
5
2+
2/2
Combi-grav
Boltgun
4
2+
3/4
Auxiliary grav (Lethal 4+, Piercing 1, Lim1)
4
2+
4/5
Combi-melta
Boltgun
4
2+
3/4
Auxiliary melta (Rng 8", Piercing 2, Lim1)
4
2+
6/3
Combi-plasma
Boltgun
4
2+
3/4
Auxiliary plasma (standard) (Piercing 1, Lim1)
4
2+
5/6
Auxiliary plasma (overcharge) (Hot, Piercing 2, Lim1)
4
2+
5/6
Grav-pistol (Rng 8", Lethal 4+, Piercing 1)
4
2+
4/5
Hand flamer (Rng 6", Saturate, Torrent 1")
4
2+
2/2
Inferno pistol (Rng 3", Piercing 2, Dev3)
4
2+
5/3
Plasma pistol
Standard (Rng 8", Piercing 1)
4
2+
3/5
Supercharged (Rng 8", Hot, Lethal 5+, Piercing 1)
4
2+
4/5
Chainsword
5
2+
4/5
Fists
3
2+
3/4
Power fist (Brutal)
5
3+
5/7
Power weapon (Lethal 5+)
5
2+
4/6
Abilities
Astartes1AP: Squad Leader's OrderTactical Leader

Squad Leader's Order (1AP): Select one friendly TACTICAL MARINE WARRIOR operative visible to and within 8” of this operative. That selected friendly TACTICAL MARINE WARRIOR operative can immediately perform one free Shoot action to any valid target during this operative activation.

This operative cannot perform this action while within control range of enemy operative or more than once per turning point.

That selected TACTICAL MARINE WARRIOR operative cannot perform this action while it within control range of enemy operative.

TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, LEADER, TACTICAL MARINE, SERGEANT
Tactical Marine Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, TACTICAL MARINE, WARRIOR
Tactical Marine Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Flamer (Rng 6", Saturate, Torrent 2")
5
2+
2/2
Grav gun (Lethal 4+, Piercing 1)
4
3+
4/5
Melta gun (Rng 8", Piercing 2, Dev4)
4
3+
6/3
Plasma gun
Standard (Piercing 1)
4
3+
4/6
Overcharge (Hot, Lethal 5+, Piercing 1)
4
3+
5/6
Fists
4
3+
3/4
Abilities
Astartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, TACTICAL MARINE, GUNNER
Tactical Marine Heavy Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy bolter
Focused (Hvy(Repos), Piercing Crits 1)
5
3+
4/5
Sweeping (Hvy(Repos), Piercing Crits 1, Torrent 1")
4
3+
4/5
Missile launcher
Frag (Hvy(Repos), Blast 2")
4
3+
3/5
Krak (Hvy(Repos), Piercing 1)
4
3+
5/7
Fists
4
3+
3/4
Abilities
Astartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, TACTICAL MARINE, HEAVY GUNNER
Equipment

Purity Seals:
Once per turning point, when a friendly TACTICAL MARINE operative is shooting, fight 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:
The Heavy weapon rule for the ranged weapons of a friendly TACTICAL MARINE operative equipped with is treated differently. Instead, a friendly TACTICAL MARINE operatives cannot move more than 6” in the same activation in which it performs a Shoot actions with any of those ranged weapons.


Tactical Melta Bomb:
At the beginning of any Turning Point, any friendly TACTICAL MARINE can set up within 3” of its control range one of your Tactical Melta Bomb marker wholly within your territory and more than 2” from any other markers, access points and Accessible terrain. That Tactical Melta Bomb stat is as the following:

Type : Range, Name : Tactical Melta Bomb, HIT : 5, ATK : 4+, DMG : 5/3, WR : Blast 3", Piercing 2, Devastating 3, Limited

The first time enemy operative is activated within your Tactical Melta Bomb marker’s blast range, remove that marker, inflict damage on it and other within its blast range. Note that friendly TACTICAL MARINE operative in the blast range is ignored for these effects. Once this Tactical Melta Bomb marker is placed, it cannot be set off or remove from the killzone as long as it not activated.


Combat Blade:
Friendly TACTICAL MARINE operatives with fists can be equipped with the following melee weapon:

Type : Melee, Name : Combat Blade, HIT : 5 , ATK : 3+, DMG : 3/5


Ploys

Firefight - Tactical Triangulation:
Whenever a friendly TACTICAL MARINE operative is performing a Shoot actions on it’s activation. If there is another friendly TACTICAL MARINE operative within 6” of it, visible to and also have a line of sight to that same target. That another friendly operative can assist by performing one free Shoot actions to that same target during that's operative activation after it was completed it’s shooting actions step.


Firefight - Defending Position:
Use this firefight ploys when a friendly TACTICAL MARINE operative does not perform any Reposition, Charge, Dash or Fallback actions during its normal activation. Its ranged weapons have the Severe weapon rule for that activation. Note that free Shoot actions (abilities or ploys) does not affected by this.


Firefight - Final Vengeance:
Use this firefight ploys when a friendly TACTICAL MARINE operative is incapacitated. Before that operative is removed from the killzone, it can perform one free Shoot, Fight or Throwing Grenade actions to the enemy operative whose incapacitating it. If you choose to do so, worsen the Hit stat of it’s selected weapons by 1.


Firefight - Wrath Of Vengeance:
Use this firefight ploys when a friendly TACTICAL MARINE operative counteracting. It can perform an additional 1 AP action for free during that counteraction, but both action must be different.


Strategic - Tactical Precision:
Until the end of Turning Point, while a friendly TACTICAL MARINE operative is within 3” of and visible to a friendly TACTICAL MARINE LEADER operative, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one or all of your same attack dice results.


Strategic - Close Evasive Move:
Whenever an enemy operative is shooting a friendly TACTICAL MARINE operative, if you roll two or more failed save, you can discard one of them to retain another as a normal success save instead.


Strategic - Combat Doctrine:
Select one COMBAT DOCTRINE from presented below. Whenever a friendly TACTICAL MARINE operative is x, its weapons have the Balanced weapon rules until the end of Turning Point. x is a COMBAT DOCTRINE you have selected.

  • Devastator Doctrine: Shooting an operative more than 6” from it.

  • Tactical Doctrine: Shooting an operative within 6” of it.

  • Assault Doctrine: Fighting or retaliating.


Strategic - And They Shall Know No Fear:
You can ignore any changes to a stat of a friendly TACTICAL MARINE operative from being injured (including their weapon’s stat) until the end of Turning Point.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.