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Acolyte 0.5 Know No Fear
Acolyte 0.5 Know No Fear
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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.
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.
The operative is equipped with the following melee weapon for the battle:
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.
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.
1
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.
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).
The operative is equipped with the following ranged weapon for the scenario:
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:
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.
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.
◎ Boltgun 4 - 3/4 - - 3
⚔ Chainsword 4 - 4/5 - - 1
⚔ Fists 4 - 3/4 - - -
2
Weapon A HM D Special Rules ! WP
◎ Missile Launcher Choose between the following profiles for each Shoot action: 5
◎ Plasma Gun Choose between the following profiles for each Shoot action: 5
◎ Plasma Pistol Choose between the following profiles for each Shoot action: 4
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
*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:
*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.
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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.
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.