Tactical Marines

Homebrew by Kiotor

A Tactical squad is a unit of ten firstborn space marines, and make up the majority of a Space Marine army. vlexible in deplyoment and equipment, these squads are able to fill any battleline role needed of them.

NOTE: THIS IS A CONVERSION OF HEARTHKYN SALVAGERS

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Composition

A TACTICAL MARINE KillTeam is composed of:

1 TACTICAL MARINE SERGEANT operative with one option from each of the following: Godwyn-pattern bolt pistol, Godwyn-pattern bolter, bolt revolver, depleted plasma pistol, relic bolter or relic bolt pistol Concussion gauntlet or plasma weapon 9 TACTICAL MARINE operatives selected from the following list: ASSAULT VETERAN APOTHOCARY GRENADIER JUMP ASSAULT WARRIOR VOX* TECHMARINE* AUSPEX* LUGGER* WARRIOR* DEVESTATOR with one of the following options: Lascannon; fists Storm Bolter; fists Heavy Bolter; fists Missile Launcher; fists MUlti-Melta; fists Other than DEVESTATOR and WARRIOR operatives, your kill team can only include each operative on this list once.

Your kill team can only include up to three DEVESTATOR operatives (each must have a different option).

*With one of the following options:

Godwyn-pattern bolter; fists relic bolter; fists

Common Abilities and Options

OATH OF VENGEANCE:
Whenever an enemy operative incapacitates a friendly TACTICAL MARINE operative, that enemy operative gains one of your OATH tokens for the battle. Whenever a friendly TACTICAL MARINE operative is shooting against, fighting against or retaliating against an enemy operative, for each of your OATH tokens that enemy operative has, you can retain one of your normal successes as a critical success instead (including any normal successes already retained as a result of the Accurate weapon rule). Note that OATH tokens are not removed when you do this.

SERGEANT
A 2
M 5"
S 3+
W 9
Weapons
ATK
HIT
DMG
Godwyn Pattern Bolt Pistol (Rng 8", Acc1)
4
3+
3/4
Power Fist (Brutal, Shock)
4
4+
5/7
Abilities
IRON HALOOATH OF MOMENTSOATH OF VENGEANCE

IRON HALO: Once per battle, when an attack die inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

OATH OF MOMENTS: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative, or up to two enemy operatives if three or more friendly TACTICAL MARINE operatives are incapacitated. Each of those enemy operatives gains one of your OATH tokens.

LEADER, Tactical Marine
ASSAULT VETERAN
A 2
M 5"
S 3+
W 8
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8",Acc1)
4
4+
3/4
Power Fist (Ceaseless, lethal 5+, Shock)
4
3+
4/4
Abilities
BrawlerOATH OF VENGEANCE1AP: Shield Bash

Brawler: Whenever this operative is fighting or retaliating:

  • Enemy operatives cannot assist.

  • If it is incapacitated, you can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.

  • Normal Dmg of 4 or more inflicts 1 less damage on it.

Shield Bash (1AP): Select one enemy operative within this operative’s control range. You can move that enemy operative up to 3" to a location it can be placed. Then inflict D3+1 damage on it (even if you don’t move it); if the D3 result is a 3, also subtract 1 from that enemy operative’s APL stat until the end of its next activation. This operative can then immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.

This operative cannot perform this action unless an enemy operative is within its control range.

Tactical Marine
Warrior
A 2
M 5"
S 3+
W 8
Abilities
OATH OF VENGEANCE
Tactical Marine
Warrior - Copy
A 2
M 5"
S 3+
W 8
Abilities
OATH OF VENGEANCE
Tactical Marine
Equipment

Combat Knives:
Friendly TACTICAL MARINE operatives have the following melee weapon. Note that the FIELD MEDIC operative already has this weapon but with better stats; in that instance, use the better version.

Name ATK HIT DMG

Combat Knife 3 4+ 3/5

Weapon Rules

Lethal 5+


WRIT OF CLAM TEMP:
Once per battle, if friendly TACTICAL MARINE operatives contest two or more objective markers, after rolling off to decide initiative, you can re-roll your dice


EXCAVATION TOOLS TEMP:
Friendly TACTICAL MARINE operatives can perform the Pick Up Marker action for 1 less AP, and don’t have to control the marker to do so (taking precedence over that action's conditions – they only need to contest the marker).


Grapnel and Grav chutes:
During each friendly HEARTHKYN SALVAGER operative’s activation, you can do one of the following:

  • When that operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).

  • When that operative is dropping, ignore the vertical distance.


Ploys

Firefight - engage to aquire temp:
Use this firefight ploy after rolling your attack dice for a friendly TACTICAL MARINE operative, if it’s shooting against or fighting against an enemy operative that controls an objective marker or one of your mission markers. You can re-roll any of your attack dice.


Firefight - Armor Of Contempt:
Use this firefight ploy when an operative is shooting a friendly Tactical Marine operative, when you collect your defence dice. Change the attacker’s retained critical successes to normal successes (any weapon rules they’ve already resolved aren’t affected, e.g. Piercing Crits).


Firefight - TAAW temp:
Use this firefight ploy during a friendly TACTICAL MARINE operative’s activation. Until the end of that activation, that operative can perform either a free Shoot or a free Fight action.


Strategic - Stand To The End:
Select one objective marker or one of your mission markers.

  • Whenever determining control of that marker, treat the total APL stat of friendly TACTICAL MARINE operatives that contest it as 1 higher if at least one friendly TACTICAL MARINE operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
  • Whenever a friendly TACTICAL MARINE operative is within 3" of that marker, add 1 to the Atk stat of its melee weapons (to a maximum of 4); if the weapon already has an Atk stat of 4, it has the Balanced weapon rule.

Strategic - Augmented Targeting:
Whenever a friendly TACTICAL MARINE operative is shooting an enemy operative within 6" of it, improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+). This can allow you to apply or remove the Hit stat change during an action (this takes precedence over the core rules)


Strategic - toil earns temp name:
Select one objective marker or one of your mission markers. Whenever an enemy operative is within 3" of that marker, treat it as having one additional Grudge token.


Strategic - Wrought defence temp name:
Whenever an operative is shooting a friendly TACTICAL MARINE operative, if you rolled one or less successes (including any re-rolls), you can retain one of your fails as a normal success instead of discarding it.


Strategic - Worth It:
Use this firefight ploy when a friendly HEARTHKYN SALVAGER operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.


TacOps
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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

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

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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