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TACTICAL SQUADS

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In many situations Terminator Armour isn't readily available, or isn't suited due to the sheer bulk. The standard issue Power Armour on the otherhand, with its reduced size and weight, allows a much greater freedom of action. So even the Tactical squads of the Chapter have a roll to play against the Genestaler menace.

MOU~M~NT

Marines in Power Armour have 4 action points to spend on movement and shooting. The costs of the various actions are listed on the summary sheet.

The main difference from the normal AP cost of movement between Terminator Armour and Power Armour is that a marine in Power Armour pay less AP's for turning: they may turn 900 for free, and only pays 1 AP for a 1800 turn.

However a Marine can't make two free 900 turns - he's really doing a full 1800, so must pay 1 AP. To turn for free the two 900 turns must be separated with another action, such as shooting, moving or operating a door.

Marines that are armed with a Heavy Weapon have to pay 1 AP for a 900 turn and 2 AP for a 1800 turn due to their size and weight. The standard flamers that Marines carry are not Heavy Weapons, so benefit from the movement bonuses like other Marines.

CLOS~ COM8AT

Although it allows more freedom of movement, Power Armour is far less powerful then Terminator Armour and offers less protection, putting them at a major disadvantage in close combat. Marines in Power armour roll one dice in combat, like Terminators, but they subtract -2 from their score.

This represents the fact that a Marine hasn't got a chance of killing a Genestealer with his fists but he may be able to get a shot off with his Bolter or Bolt Pistol.

Sergeants are better close combat fighters due to their experience: they only subtract -1 from their dice score.

WEAPONS AND GRENADES

Tactical Marines are trained in every method of warfare, this includes mastering every type of Weapon available to their Chapter. Unlike Terminators they can use a wide variety of Weapons as well as Grenades and Pistols.

SOLT~R

Bolters work in a similar manner to the bigger Storm Bolters used by Terminators, but only roll one dice instead of two. They are capable of Sustained Fire in the same way a Storm bolter is. Bolters slay Stealers and destroy Doors on a roll of a 6.

RAPID flRf

Bolters are capable of laying down a salvo of shots at short range. A Bolter may choose to Rapid Fire and instead roll 2 dice when shooting at GenestealerslDoors within 6 squares. This costs the same amount of AP as firing one shot and can be used in Overwatch. However the rolls will not benefit from the Sustained Fire rule.

OUfRWATCH

Bolters in overwatch work exactly the same as mentioned above, they can use the Rapid Fire option or shoot normally. Neither firing options jam due to the lower rate of fire. Marines automatically lose the i rOve rwatch statu s if th ey suffer a Close Combat attack, or move or turn using Command Points.

SOLT PISTOLS

All Marines have a Bolt Pistol as a backup weapon should their Bolter jam or become damaged. Heavy/Special Weapon Marines also carry a Bolt pistol in addition to their other Weaponry.

They're fired in the exact same way as a Bolter, but don't have the Rapid Fire rule and their range is limited to 12 squares.

Light Wtight

Due to light weight design and being able to be fired on the move, Marines armed exclusively with a Boltpistol (so no other ranged weapon, excluding grenades) may take an additional free shot the first time the user fires each turn. This can be com bi ned with moving and/or overwatch. So the first time the Marine takes a shot in each Turn you may shoot again. This shot can be at a different target if desired.

The standard Flamer carried by Marine is a small, light weapon. Almost all the rules given to Heavy Flamers apply: the Flamer has six shots, a range of 12, each hit affects an entire board section and blocks movement and LOS.

The main difference between the two sorts of Flamer is their power. Normal Flamer hits kill Genestealers and Blips on a score of 4 or more, Marines accidentally caught in the blast are removed on a score of 2 or more.

Flamer Marines carry one reload for their weapon. Reloading costs 4AP and can be paid with AP and/or CPo Any remaining shots remaining when the Marine reloads are lost.

MISSILE LAUNCHERS

The Missile Launcher is a bulky weapon fired from the shoulder. They are very deadly weapons with their performance improved by the extra versatility of having a choice of ammunition. A marine with a Missile Launcher is a powerful model, but the weapons bulk and low rate of fire slow the Marine down.

All Missile launchers are equipped with armour piercing Krak Missiles and areaeffect Frag Missiles. The Marine can choose which type of round to select on each shot, and can fire different types in the same turn.

MISSIU TYPfS

When firing Krak Missiles, the launcher is treated like a normal weapon: the player checks LOS and rolls one dice for each shot. Krak missiles automatically destroy doors and they kill Genestealers on a score of 2 or more. As they don't block LOS, the Launcher can continue to fire at anything behind the first target.

Frag Missiles have the same effect as Frag Grenades, except they're fired as described above.

HEAUY BOLTER

The Heavy Bolter is larger variant of the Bolter. It can lay down a hail of explosive rounds without the fear of jamming or overheating.

Heavy Bolters work in the same way as normal weapons: Check LOS and fire. Because of the high output of firepower, Heavy Bolters roll 2 dice per shot, killing Genestealers on a score of 4 or more, and destroying Doors on a 5 or more.

It costs 1 AP to fire a Heavy Bolter, but because of it's bulk it can't move and fire as a single action like other Bolters.

LOCKDOWN

Firing a Heavy Bolter requires a Marine to be more or less stationary. A Marine can opt to stay completely stationary for his entire Phase and the Stealers next phase. No CP's or AP's can be used to make him move.

In this braced position a Marine can lay down more firepower, you may roll an additional dice per shot (for a total of three dice) and may add +1 to the score for each additional shot.

So the first shot will kill Stealers on a 5 or more, the second shot will kill on a 4 or more, the third shot on a 3 or more and so on, up to a maximum of 2+.

If a Marine is attacked from behind or the side whilst in this mode, he will not turn around and fight if he wins/draws the assault but instead will be slain outright.

A Heavy Bolter has enough rounds for 20 shots, use the Ammo tracker on your Control Panel to track the amount of shots remaining. Once all ammo has been used, the marine reverts to his Bolt Pistol.

GR~NAO~S

One of the main advantages of Power Armour is that it is less restrictive than Terminator Armour, and thus enables the Marine to be armed with Grenades.

THROWING GRENADES

A Grenade may be thrown by a stationary marine for a cost of 2 AP's. They cannot be thrown on the move. The Fire arc is the same as any other weapon.

Some Grenades hit entire pieces of the board in the same way as a Flamer, while others only hit one square. To avoid confusion the two different types are called section effect or target effect.

SECTION UFECT GRENADES

Targetting rules for section effect grenades are the same as for flamers: the Marine must be able to see at least one square on the target section. The maximum range for a SE grenade is calculated by board sections and not squares. SE grenades can only be thrown onto an adjacent board section.

This gives grenades a variable range. From certain vantage points, like a long corridor, the Marine will be able to hit a Stealer some distance away, whilst on and around corners the range will be much shorter!

TARGET EFFECT GRENADES

TE Grenades only hit one square, to use one the Marine must have LOS to the target square.

The maximum range is 3 squares, while the minimum is 2. TE Grenades can never be targetted into an adjacent square as the blast will hit the Marine! However this doesn't stop you placing a Grenade next to a different Marine.

GRENADE TYPES

All Marines are armed with Frag and Krak Grenades.

KRAK

Krak is a TE Grenade. It is primarily used against armoured targets.

Against a static target like a door, the grenade is so powerful it is almost guaranteed a kill. Against a smaller, moving target, there is a chance the grenade will not hit properly, making it far less effective.

Marines equipped with Krak grenades have an effectively unlimited supply. Roll one dice per shot: Krak Grenades automatically destory doors, and kill Genestealers on a score of 3 or more.

Krak Grenades do not block LOS or movement and don't leave/need a marker.

fRAG

Frag Grenades are small, high explosive SE grenades. A Marine armed with Frag Grenades has an effectively unlimited supply. For each model in the target section, roll one dice. They will leave doors unharmed, but kill Stealers on a score of 6, they cannot harm Marines, however if a Marine is caught in the blast he will not be able to move until the marker has cleared.

Once fired, a frag marker should be placed on the target board section to show that LOS is blocked. More grenades can be thrown into the area, but no additional markers are placed. Otherwise they function just like Heavy Flamer Markers: models can't move into or see through the marked section, but survrvrnq pieces withing the section can move, but must roll for damage each time they enter a new square that is in the marked section.

COUNTERS

Below are the Frag Grenade markers needed, along with some other counters, which are optional.

Simply cut them out and stick them to some card.

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