tactical marines -Imperial Fists

tactical marines -Imperial Fists

Common Abilities and Options

Astartes:
During each friendly TACTICAL MARINE operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun, relic boltgun or relic bolt pistol must be selected for at least one of them. Each friendly TACTICAL MARINE operative can counteract regardless of its order.

Operatives

1. Ora Walter
Tactical Marine Sargeant
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Relic Bolt Pistol (Lethal 5+)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Astartes*Grav

*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 5+ special rule for that attack.

TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, LEADER, TACTICAL MARINE SARGEANT
2. Milton Donovan
Tactical Marine Heavy Gunner
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8”)
4
3+
3/4
Missile Launcher
Frag (Blast 2”, Hvy(Repos))
4
3+
3/5
Krak (Hvy(Repos), Prc1)
4
3+
5/7
Fists
4
3+
3/4
Abilities
Astartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, HEAVY GUNNER
3. Lewis Witt
Tactical Marine Warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, WARRIOR,
4. Gerald Hood
Tactical Marine Warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, WARRIOR,
5. Wesley Wise
Tactical Marine Warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, WARRIOR,
6. Sylvester Farrell
Tactical Marine Warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, WARRIOR,

Equipment

PURITY SEALS

Once per turning point, when a friendly TACTICAL MARINE operative is shooting, fighting 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

your Friendly HEAVY GUNNER operative gains the following ability for the battle: the weapon profiles of this operative that have the Heavy special rule are treated as if they do not have the Heavy special rule.

AUSPEX

Once per turning point, when a friendly TACTICAL MARINE operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.

Ploys

ONLY IN DEATH DOES DUTY END
Firefight Ploy

Use this Tactical Ploy when a ready friendly TACTICAL MARINE operative is incapacitated. That operative is not removed from the killzone until the end of your next activation or the end of the battle (whichever comes first) and does not count as being injured.

SHOCK ASSAULT
Firefight Ploy

Use this firefight ploy when a friendly TACTICAL MARINE operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action: Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7). Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).

TRANSHUMAN PHYSIOLOGY
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly TACTICAL MARINE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

AND THEY SHALL KNOW NO FEAR
Strategy Ploy

You can ignore any changes to the stats of friendly TACTICAL MARINE operatives from being injured.

TACTICAL PRECISION
Strategy Ploy

Until the end of the Turning Point, while a friendly SPACE MARINE operative is within 6" of and Visible to a friendly TACTICAL MARINE SARGEANT operative, each time it fights in combat or makes a shooting attack, that friendly operative’s ranged weapons have the Balanced weapon rule.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.