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Know No Fear

An alternate game-mode for Acolyte


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Know No Fear v0.1 – compatible with ACOLYTE v0.5

Know No Fear is an alternate ACOLYTE game-mode for 1+ players.


Each player is represented by a single Space Marine operative, with a starting profile as follows:

Space Marine M APL GA BS WS DF SV W

Loves the Emperor; hates the heretic; knows no fear. 6” 3 1 3+ 3+ 3 3+ 12

ABILITIES UNIQUE ACTIONS

- -

Specialisms: COMBAT, MARKSMAN, SCOUT, STAUNCH Wargear Capacity: 3 Deployment Value: 3

Keywords: IMPERIUM, SPACE MARINE

Note: ACOLYTE narrative adventures that do not work from Deployment Value are not balanced for
these operatives, but the Scenario Generator will function as intended. Where any ACOLYTE scenario
makes reference to Acolytes or the Acolyte Party, substitute Space Marine.

Wargear & Equipment


Space Marine operatives may be equipped from the Space Marine Wargear List up to their Wargear
Capacity and the Space Marine Equipment List up to 3EP per operative, plus any unused Wargear
Capacity at a rate of 1EP per 1WP.

SPACE MARINE EQUIPMENT LIST


AUSPEX 2EP

The operative can perform the following action during the scenario:
AUSPEX SCAN [1AP]: Select one enemy operative Visible to or within 6” of this operative. Until the end of the Turning
Point:
• That enemy operative is not Obscured.
• Defence dice cannot be automatically retained as a result of Cover for that enemy operative.
This operative cannot perform this action while within Engagement Range of an enemy operative.

COMBAT BLADE 1EP

The operative is equipped with the following melee weapon for the battle:

Weapon A BS/WS D Special Rules !

⚔ Combat Blade 4 - 4/5 - -

HELIX GAUNTLET 1EP

The operative can perform the following action during the scenario:
HELIX GAUNTLET [1AP]: Select one friendly SPACE MARINE operative within 1” of and Visible to this operative. That
operative regains 2D3 lost wounds. This operative can only perform this action once per Helix Gauntlet equipped, and
cannot perform this action while within Engagement Range of an enemy operative.

PURITY SEAL 3EP

The operative gains the Purity Seal ability for the scenario: Once per scenario, when this operative is fighting in combat,
making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy
without spending any CP.

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SUSPENSOR SYSTEM 3EP

The operative gains the Suspensor System ability for the battle: The Heavy special rule of ranged weapons the operative is
equipped with is treated differently. Instead, an operative cannot move more than 6” in the same activation in which it
performs a Shoot action with any of those ranged weapons.

TILTING SHIELD 3EP

The operative gains the Tilting Shield ability for the battle: Each time this operative fights in combat, in the Roll Attack Dice
step of that combat, your opponent cannot retain attack dice results of less than 6 as critical hits (e.g. as a result of the
Lethal X or Rending rules).

SPACE MARINE EQUIPMENT LIST – GRENADES


FRAG GRENADE 2EP

The operative is equipped with the following ranged weapon for the scenario:

Weapon A BS/WS D Special Rules !

◎ Frag Grenade 4 3+ 2/3 Rng 6”, Limited, Blast 2”, Indirect -

KRAK GRENADE 3EP

The operative is equipped with the following ranged weapon for the scenario. It cannot make a shooting attack with this
weapon by performing an Overwatch action:

Weapon A BS/WS D Special Rules !

◎ Krak Grenade 4 3+ 4/5 Rng 6”, Limited, AP1, Indirect -

SMOKE GRENADE 1EP

The operative can perform the following action during the scenario:
SMOKE GRENADE [1AP]: Place the centre of one Smoke token on a point within 6" of this operative. That token creates
an area of smoke with a 2" radius and unlimited height above measured from the centre of that token. Until the end of the
Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only
perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

STUN GRENADE 1EP

The operative can perform the following action during the scenario:
STUN GRENADE [1AP]: Select one point on the board within 6" of this operative. Roll one D6 for each operative within 2"
of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 3+, subtract 1 from that
operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement
Range of an enemy operative.

SPACE MARINE WARGEAR LIST


Weapon A HM D Special Rules ! WP

◎ Bolt Pistol 4 - 3/4 Rng 6” - 2

◎ Boltgun 4 - 3/4 - - 3

⚔ Chainsword 4 - 4/5 - - 1

◎ Hand Flamer 4 +2 2/2 Rng 6”, Torrent 1” - 2

⚔ Fists 4 - 3/4 - - -

◎ Flamer 5 +2 2/2 Rng 6”, Torrent 2” - 3

◎ Graviton Gun 4 - 4/5 AP1, Grav - 5

◎ Heavy Bolter 5 - 4/5 Heavy, Fusillade P1 5

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Weapon A HM D Special Rules ! WP

◎ Meltagun 4 - 6/3 Rng 6”, AP2 MW4 5

◎ Missile Launcher Choose between the following profiles for each Shoot action: 5

- Frag Missile 4 - 3/5 Heavy, Blast 2” - -

- Krak Missile 4 - 5/7 Heavy, AP1 - -

◎ Plasma Gun Choose between the following profiles for each Shoot action: 5

- Standard 4 - 5/6 AP1 - -

- Overcharge 4 - 5/6 AP2, Hot - -

◎ Plasma Pistol Choose between the following profiles for each Shoot action: 4

- Standard 4 - 5/6 Rng 6”, AP1 - -

- Overcharge 4 - 5/6 Rng 6”, AP2, Hot - -

⚔ Power Fist 4 -1 5/7 Brutal - 3

⚔ Power Weapon 4 - 4/6 Lethal 5+ - 3

⚔ Thunder Hammer 4 -1 5/6 - Stun 3

Boltgun Attachments Max 1 per operative; can only be equipped with Boltgun

◎ Auxiliary Grenade Launcher Choose between Boltgun profile and one of the following profiles for each Shoot Action. 2

- Frag Grenade 4 - 2/4 Blast 2” - -

- Krak Grenade 4 - 4/5 AP1 - -

Select one of the following profiles on Weapon purchase;


◎ Combi Weapon Choose between Boltgun profile and this profile for each Shoot Action.

- Combi-Flamer 5 +2 2/2 Rng 6”, Torrent 1” - 1

- Combi-Grav 4 - 4/5 Rng 6”, AP1, Grav - 2

- Combi-Melta 4 - 5/3 Rng 3”, AP2 MW3 2

- Combi-Plasma 4 - 5/6 Rng 6”, AP1 - 2

Add one of the following special rules to this operative’s Boltgun:


◎ Custom Boltgun 1
Balanced, Ceaseless, Lethal 5+, No Cover, MW1, P1, Rending

Weapon Special Rules

*Dual-Wield: Melee Weapons and Pistols gain the Relentless special rule when a second weapon
with the same profile is equipped. Fists and Combat Blades are not eligible for this rule. Nor is it
Codex-compliant.
*Fists: Any operative not equipped with a Melee weapon is automatically equipped with Fists.
*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 4+ special rule for that
attack.
*Heavy: Alongside the normal rules, operatives equipped with Heavy weapons may not be equipped
with any other weapons except Fists and Combat Blades.

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Progression
Space Marines gain experience as if they were Acolytes, as specified in each scenario, and may
increase in level after a scenario if they reach one of the below thresholds:

SPACE MARINE PROGRESSION


Rank Level XP Benefit
0 0 +1 Chapter Tactic (see Intercession Squad rules)
1 25 +1 Wound
Adept
2 50 +1 Tactical Ploy
3 100 +1 Wargear Capacity
4 150 +1 Passive Ability (Assault, Devastator or Tactical Doctrine)
5 200 +1 BS or WS
Veteran
6 275 +1 Tactical Ploy
7 350 +1 Wargear Capacity
8 425 Choose Battle Honour Specialism; +1 Random Battle Honour
9 500 +1 Wound
Ace
10 600 +1 Chapter Tactic
11 700 +1 Wargear Capacity
12 800 +1 Passive Ability (Bolter Discipline or Shock Assault)
13 900 +1 BS or WS
Grizzled
14 1000 +1 Tactical Ploy
15 1100 +1 Wargear Capacity
16 1350 +1 Random Battle Honour
17 1500 +1 Wound
Revered
18 1650 +1 Chapter Tactic
19 1800 +1 Wargear Capacity
Legend 20+ 2000 +1 Battle Honour of Choice; +1 Chapter Relic*

*Chapter Relic:
When an operative gains a Chapter Relic, choose one of the following options at no EP or WP cost:
- Artificer Armour: Improve the operative’s SV characteristic to 2+.
- Iron Halo: The operative gains a 4+ Invulnerable Save.
- Master-Crafted Weapon: Choose one Rare Equipment effect to apply permanently to one
Weapon profile.

Ploys & Abilities


Each Space Marine player uses their own CP pool and can apply Tactical Ploys only to their own
operative. They begin each scenario with 1 CP and gain 1 at the start of each turn after the first.
Each Space Marine begins with access to the Command Re-roll, Bolter Discipline and Shock Assault
ploys and learns additional ploys as they progress. Other than Command Re-roll, each player can use
each Tactical Ploy no more than once per Turning Point.
At level 4 each Space Marine selects a single passive Combat Doctrine and at level 12 replaces one of
Bolter Discipline or Shock Assault with a passive version.

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SPACE MARINE TACTICAL PLOYS
AND THEY SHALL KNOW NO FEAR 1CP
Use this Tactical Ploy when you activate a SPACE MARINE operative. You can ignore any or all modifiers to
the APL of this operative. This operative is not injured.
ANGEL OF DEATH 1CP
Use this Tactical Ploy at the end of the Firefight phase. This operative may immediately perform a free Fight
action.
BOLTER DISCIPLINE 1CP
Use this Tactical Ploy when you activate a SPACE MARINE operative. If this operative does not perform a
Fight action during its activation, it can perform two Shoot actions if a bolt weapon is selected for each of those
shooting attacks. A bolt weapon is a ranged weapon that includes ‘bolt’ in its name, e.g. bolt pistol, boltgun,
heavy bolter.
GUERRILLA WARFARE 1CP

Use this Tactical Ploy at any point in this operative's activation. Change this operative’s order.

SHOCK ASSAULT 1CP


Use this Tactical Ploy when you activate a SPACE MARINE operative. If this operative does not perform a
Shoot action during its activation, it can perform two Fight actions during its activation.
TERROR 1CP
Use this Tactical Ploy at any point in this operative's activation.
- Each time an enemy operative would perform a mission action or the Pick Up action, if this operative
is within 3" of that enemy operative, one additional action point must be subtracted for that enemy
operative to perform that action.
- When determining control of an objective marker that this operative is within range of, treat enemy
operatives’ total APL as being 1 less. Note that this is not a modifier.
TRANSHUMAN PHYSIOLOGY 1CP
Use this Tactical Ploy in the Roll Defence Dice step of a shooting attack, after rolling defence dice for a
friendly SPACE MARINE operative. You can retain one of your successful normal saves as a critical save
instead.
VANGUARD 1CP
Use this Tactical Ploy when you activate a SPACE MARINE operative. During this operative's activation:
- It can ignore the first distance of 2" it travels for a climb, drop or traverse.
- It automatically passes jump tests.
- Add 1" to its Movement characteristic.
- It can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).

SPACE MARINE PASSIVE ABILITIES


ASSAULT DOCTRINE: Each time this operative fights in combat in an activation in which it performed a
Charge action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.
DEVASTATOR DOCTRINE: Each time this operative makes a shooting attack against an enemy operative
more than 6" from it, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.

TACTICAL DOCTRINE: Each time this operative makes a shooting attack against an enemy operative within
6" of it, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.

BOLTER DISCIPLINE: If this operative does not perform a Fight action during its activation, it can perform two
Shoot actions if a bolt weapon is selected for each of those shooting attacks. A bolt weapon is a ranged
weapon that includes ‘bolt’ in its name, e.g. bolt pistol, boltgun, heavy bolter.
SHOCK ASSAULT: If this operative does not perform a Shoot action during its activation, it can perform two
Fight actions during its activation.

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