Space Marine Test
Composition
CHAPTER TACTICS
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ADEPTUS ASTARTES units to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
CT: DUELLER
- Whenever this unit is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).
CT: MOBILE:
- This unit can perform the Fall Back action for 1 less AP.
- This unit 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).
CT SHARPSHOOTER
- Whenever this unit is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules.
CT: STEALTHY
- Whenever this unit is shot at by enemy operatives, 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. This is not cumulative with improved cover saves from Vantage terrain.
CT: AGGRESSIVE
- This unit’s melee weapons have the Rending weapon rule.
- Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
CT: HARDY
- Whenever this unit is shot at by enemy operatives, defence dice results of 5+ are critical successes.
- Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.
CT: RESOLUTE
- You can ignore any changes to this operative's APL stat and it is not affected by enemy unit’s Shock weapon rule.
CT: SIEGE SPECIALIST
- This operative's ranged weapons have the Saturate weapon rule.
- Whenever this operative is fighting or retaliating, enemy operatives cannot assist.
Common Abilities and Options
Astartes:
During each friendly ADEPTUS ASTARTES unit’s activation, it can perform either two Shoot actions or two Fight 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.
Each friendly ADEPTUS ASTARTES unit can counteract regardless of it’s order.
Multiple instances of abilities (such as the Astartes ability) do not stack.
Morale 5+:
This unit can become SHAKEN but cannot route from the battlefield.
80 Points:
Chapter Veteran:
At the end of the Select Units step, if this unit is selected for deployment, select one additional CHAPTER TACTIC for it to have for the battle. Unlike primary and secondary CHAPTER TACTICS, you don't have to select the same one for each battle in a campaign or tournament.
Heroic Leader:
Once per turning point, you can do one of the following:
- Use a firefight ploy for 0CP if this is the specified SPACE MARINES (excluding Command Re-roll).
- Use the Combat Doctrine strategy ploy when you activate a friendly SPACE MARINES unit if this unit is in the killzone and isn’t within control range of enemy models (pay its CP cost as normal). Note that you cannot do so if you’ve already used that ploy during this turning point. Use the Adjust Doctrine firefight ploy for 0CP if this unit is in the killzone and isn’t within control range of enemy models.
Iron Halo:
Once per battle, when an attack inflicts Normal Damage on this unit, you can ignore the inflicted normal damage.
Leader:
This model can be attached to the following units:
- Assault Intercessor Squad
- Bladeguard Veteran Squad
- Company Heroes
- Hellblaster Squad
- Infernus Squad
- Intercessor Squad
- Sternguard Veteran Squad
- Deathwatch Veterans
- Decimus Kill Team
- Fortis Kill Team.
This model cannot be attached to a BLADEGUARD VETERAN SQUAD unless this model is equipped with a relic shield, and cannot be attached to a HELLBLASTER SQUAD unless this model is equipped with a plasma pistol.
Morale 6+:
Wargear Options:
This model’s bolt pistol, master-crafted bolter and close combat weapon can be replaced with one of the following:
- 1 heavy bolt pistol and 1 power fist
- 1 heavy bolt pistol and 1 master-crafted power weapon
- 1 neo-volkite pistol and 1 power fist
- 1 neo-volkite pistol and 1 master-crafted power weapon
- 1 plasma pistol and 1 power fist
- 1 plasma pistol and 1 master-crafted power weapon
- 1 heavy bolt pistol, 1 master-crafted power weapon and 1 relic shield
- This model’s close combat weapon can be replaced with one of the following:
- 1 master-crafted power weapon
- 1 power fist
Infiltrators:
After determining which player has the initiative, units where all models have this ability may be set aside before deployment. After all other units are deployed, units where all models have this ability may be deployed anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. Players alternate in placing Scout units, starting with the player that has the initiative.
Deep Strike:
Units where all models have this ability may be set aside before deployment. At the start of any round after the first, after determining initiative, units where all models have this ability may be deployed anywhere on the battlefield over 9” away from enemy models. Players alternate in placing units with DEEP STRIKE, starting with the player with the initiative.
X Points:
5 models = 80 points
10 models = 160 points
Wargear Options:
This model can be equipped with one of the following: 1 combi-weapon or 1 storm bolter.
Morale 6+:
Roboute Guilliman
A 3
M 8”
S 2+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand of Dominion (Rng 30”) | 2 | 2+ | 2/3 |
| Emperor’s Sword (Lethal 5+) | 14 | 2+ | 2/3 |
| Hand of Dominion (Brutal) | 7 | 2+ | 4/5 |
Abilities
340 PointsArmor of FateAstartesMorale 5+Supreme StrategistUltramarines BodyguardCaptain
A 3
M 6"
S 3+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 12") | 1 | 2+ | 1/2 |
| Heavy Bolt Pistol (Rng 18", PrcCrit1) | 1 | 2+ | 1/2 |
| Master Crafted Bolter (Rng 24", PrcCrit1) | 2 | 2+ | 2/3 |
| Neo-Volkite Pistol (Rng 12", Lethal 5+) | 1 | 2+ | 2/3 |
| Plasma Pistol (standard) | |||
| Standard (Rng 12", Prc1) | 1 | 2+ | 1/2 |
| Supercharge (Rng 12", Hot, Lethal 5+, Prc1) | 1 | 2+ | 2/3 |
| Combat Knife | 6 | 2+ | 1/2 |
| Master Crafted Power Weapon (Lethal 5+) | 6 | 2+ | 2/3 |
| Power Fist (Brutal) | 5 | 2+ | 2/3 |
| Relic Shield (Wounds +1) | 0 | 0/0 |
Abilities
80 PointsAstartesChapter VeteranHeroic LeaderIron HaloLeaderMorale 6+Wargear OptionsOptions
CT: DUELLERCT: MOBILECT: SHARPSHOOTERCaptain in Gravis Armour
A 3
M 5"
S 3+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltstorm Gauntlet (Rng 12") | 3 | 2+ | 1/2 |
| Master Crafted Heavy Bolt Rifle (Rng 30") | 2 | 2+ | 3/4 |
| Master Crafted Power Weapon (Lethal 5+) | 6 | 2+ | 2/3 |
| Power Fist (Brutal) | 5 | 2+ | 2/3 |
| Relic Blade (Extra Attacks, Lethal 5+) | 2 | 2+ | 2/3 |
Abilities
80 PointsAstartesChapter VeteranHeroic LeaderIron HaloLeaderMorale 6+Wargear OptionsCaptain in Phobos Armour
A 3
M 6"
S 3+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 12") | 1 | 2+ | 1/2 |
| Instigator Bolt Carbine (Rng 24", Sat, Silent) | 1 | 2+ | 2/3 |
| Combat Knife | 6 | 2+ | 1/2 |
Abilities
70 PointsAstartesChapter VeteranHeroic LeaderInfiltratorsLeaderMaster of DeceitMorale 6+StealthCaptain in Terminator Armour
A 3
M 5"
S 2+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Rng 24", Relentless) | 2 | 2+ | 1/2 |
| Combi-Weapon (Rng 24", Relentless, Brutal) | 1 | 3+ | 1/2 |
| Relic Fist (Brutal) | 5 | 2+ | 2/3 |
| Relic Weapon (Lethal 5+) | 6 | 2+ | 2/3 |
Abilities
95 PointsAstartesChapter VeteranDeep StrikeHeroic LeaderLeaderMorale 6+Wargear OptionsChaplain
A 3
M 6"
S 3+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolver Bolt Pistol (Rng 18", PrcCrit1) | 1 | 3+ | 2/3 |
| Crozius Arcanum (Shock, Stun) | 5 | 2+ | 2/3 |
Abilities
60 PointsAstartesLeaderLitany of HateMorale 5+Spiritual LeaderLibrarian in Terminator Armour
A 3
M 5"
S 2+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combi-weapon (Rng 24", Brutal) | 1 | 4+ | 1/2 |
| Smite | |||
| Witchfire (Rng 24", Psychic) | D6 | 3+ | D3/D3+1 |
| Focused Witchfire (Rng 24", Psychic, Brutal, Hot) | D6 | 3+ | D3/D3+1 |
| Storm Bolter (Rng 24", Relentless) | 2 | 3+ | 1/2 |
| Force Weapon (Lethal 5+) | 4 | 3+ | D3/D3+1 |
Abilities
AstartesDeep StrikeLeaderPsychic HoodVeil of TimeOptions
75 PointsWargear OptionsMorale 6+Ancient
A 3
M 6"
S 3+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 12") | 1 | 3+ | 1/2 |
| Bolt Rifle (Rng 24", PrcCrit1) | 2 | 3+ | 1/2 |
| Combat Knife | 5 | 2+ | 1/2 |
| Power Weapon (Lethal 5+) | 5 | 2+ | 1/2 |
Abilities
AstartesAstartes BannerChapter VeteranLeaderUnbreakable DutyOptions
50 PointsWargear OptionsMorale 6+Lieutenant
A 3
M 6"
S 3+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 12") | 1 | 2+ | 1/2 |
| Heavy Bolt Pistol (Rng 18", PrcCrit1) | 1 | 2+ | 1/2 |
| Master Crafted Bolter (Rng 24", PrcCrit1) | 2 | 2+ | 2/3 |
| Neo-Volkite Pistol (Rng 12", Lethal 5+) | 1 | 2+ | 2/3 |
| Plasma Pistol | |||
| Standard (Rng 12") | 1 | 2+ | 1/2 |
| Supercharge (Rng 12", Hot, Lethal 5+, Prc1) | 1 | 2+ | 2/3 |
| Combat Knife | 5 | 2+ | 1/2 |
| Master Crafted Power Weapon (Lethal 5+) | 5 | 2+ | 2/3 |
| Power Fist (Brutal) | 4 | 2+ | 2/3 |
Abilities
AstartesDoctrine WarfareLeaderTactical PrecisionOptions
55 PointsWargear OptionsMorale 6+Lieutenant in Phobos Armour
A 3
M 6"
S 3+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 12") | 1 | 2+ | 1/2 |
| Master-Crafted Scoped Bolt Carbine (Lethal 5+, Sat) | 2 | 2+ | 2/3 |
| Paired Combat Blades (Relentless) | 5 | 2+ | 1/2 |
Abilities
AstartesInfiltratorsLeaderScouts (X)Strategic DispersalTactical AdvantageOptions
55 pointsMorale 6+Marneus Calgar in Armour of Antilochus
A 3
M 6"
S 2+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gauntlets of Ultramar (Rng 18", Relentless) | 4 | 2+ | 2/3 |
| Gauntlets of Ultramar (Brutal) | 6 | 2+ | 3/4 |
Abilities
AstartesChapter VeteranDeep StrikeInspiring LeaderLeaderMaster TacticianOptions
140 pointsMorale 6+Intercessor Squad
A 3
M 6"
S 3+
W 2
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Astartes Grenade Launcher | |||
| Frag (Rng 24", Blast 3") | D3 | 3+ | 1/2 |
| Krak (Rng 24", Prc1) | 1 | 3+ | D3 |
| Bolt Pistol (Rng 12") | 1 | 3+ | 1/2 |
| Bolt Rifle (Rng 24", PrcCrit1) | 2 | 3+ | 1/2 |
| Hand Flamer (Rng 12", Sat, Tor 2") | D6 | 3+ | 1/2 |
| Plasma Pistol | |||
| Standard (Rng 12", Prc 1) | 1 | 3+ | 1/2 |
| Supercharge (Rng 12", Hot, Lethal 5+, Prc 1) | 1 | 3+ | 2/3 |
| Astartes Chainsword | 5 | 3+ | 1/2 |
| Combat Knife | 3 | 3+ | 1/2 |
| Power Fist (Brutal) | 3 | 3+ | 2/3 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 1/2 |
| Thunder Hammer (Shock, Stun) | 3 | 4+ | 2/3 |
Abilities
AstartesMorale 6+Objective SecuredWargear OptionsX PointsAssault Intercessor Squad
A 3
M 6"
S 3+
W 2
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 12") | D6 | 3+ | 1/2 |
| Heavy Bolt Pistol (Rng 18") | 1 | 3+ | 1/2 |
| Plasma Pistol | |||
| Standard (Rng 12", Prc1) | 1 | 3+ | 1/2 |
| Supercharge (Rng 12", Hot, Lethal 5+, Prc1) | 1 | 3+ | 2/3 |
| Astartes Chainsword | 4 | 3+ | 1/2 |
| Power Fist (Brutal) | 3 | 3+ | 2/3 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 1/2 |
| Thunder Hammer (Shock, Stun) | 3 | 4+ | 2/3 |
Abilities
AstartesMorale 6+Shock AssaultWargear OptionsX PointsUniversal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- 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 is 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 is 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, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re 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 kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- 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 kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
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.
Equipment
Ploys
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.