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Assault Marine

Jump-pack fury, chainsword charges, bolt pistols, brutal melee, and the terrifying art of crossing open ground under fire because the enemy deserves to die up close.

Astartes ClassesShock Assault WarriorAvailable in 1.0

Class Dossier — Assault Marine

Working Draft · v0.1

Assault Marine

Close with the enemy. Then closer.

Astartes ClassAvailable in 1.0Working Draft

The Assault Marine is transhuman violence delivered at charge range: chainsword, pistol, impact, breach, and thunderous momentum.

An Assault Marine does not merely enter melee. They collapse distance as a tactical event, break formations, punish gunlines, and turn enemy cover into the place where the screaming starts.

The class fantasy is simple:

An Assault Marine survives through gene-seed, warplate, chainblade fury, impact doctrine, momentum, and the refusal to let distance protect the enemy.

// Design Philosophy

The Assault Marine should not play like a generic melee bruiser. The class should create moments like:

  • I cross the open ground because the enemy deserves to die up close.
  • I breach the door and the screaming starts.
  • I hit the line and the line stops existing.
  • Pistol at ten feet. Chainsword at none.
  • They hear the chainblade before they see me.

Signature Mechanic — Shock Assaults

Signature Mechanic

Shock Assaults are the Assault Marine signature class mechanic.

// Rules Draft
  • An Assault Marine starts with 3 Shock Assaults at level 1.
  • Shock Assault Uses are restored after a safe rest.
  • Draft Uses: Proficiency Bonus per safe rest.

Shock Assault DC = 8 + Proficiency Bonus + Strength or Agility modifier

Shock Assaults are special. Assault Marines do not gain a new Shock Assault every level.

Momentum

Momentum

Momentum represents violent forward pressure.

// Rules Draft
  • Gain Momentum when you move at least 10 feet toward an enemy, drop an enemy in melee, breach a defended position, or take damage while advancing.
  • Hold up to Proficiency Bonus Momentum.
  • Spend Momentum to empower Shock Assaults.
Shock Assaults Known Progression
Assault Marine LevelShock Assaults Known
13
54
95
136
177

This progression is a working draft. Final class balance may change after all classes are designed.

Shock Assaults

Working Draft
Shock Assault

Impact Charge

After moving at least 10 feet, your next melee attack gains +2 to hit. Spend 1 Momentum to add Proficiency Bonus to damage.

Shock Assault

Break the Line

When you hit in melee, force the target to make a Strength Save or be pushed 5 feet and become Exposed.

Shock Assault

Pistol and Blade

After hitting with a pistol within 10 feet, your next melee attack against that target gains +2.

Shock Assault

Breach Momentum

Move through a doorway, trench, hatch, or breach. Reactive Fire against you has Disadvantage until movement ends.

Shock Assault

Chainblade Roar

One enemy within 15 feet must make a Willpower Save or lose its Reaction. If wounded or Pinned, it has Disadvantage.

Shock Assault

Jump Pack Placeholder

Future Content: reserved until jump pack rules are ready. Assault Marines do not gain a jump pack by default.

Shock Assault

No Safe Distance

When an enemy within 30 feet attacks an ally with a ranged attack, use your Reaction to move 5 feet toward that enemy.

Doctrine Trees

Progression System

Assault Marine progression uses Doctrine Trees.

An Assault Marine earns Doctrine Points and spends them across the trees below, specializing deeply in one tree or spreading points across several.

Each rank costs 1 Doctrine Point and requires the previous rank in that tree unless future rules say otherwise.

// Doctrine Points Progression

Assault Marines gain 1 Doctrine Point at every even level.

Doctrine Points
Assault Marine LevelDoctrine Points Gained
2+1
4+1
6+1
8+1
10+1
12+1
14+1
16+1
18+1
20+1

This progression is a working draft. Final class balance may change after all classes are designed.

Doctrine: Chainswords, close combat, and relentless melee.

Role: Melee damage specialist.

Rank 1Teeth Bite Deep

Once per turn, add +1 damage with chain weapons.

Rank 2Rip and Advance

When you drop a target in melee, move 5 feet without triggering Opportunity Strike from that target.

Rank 3Cut Through the Line

If you hit an Exposed, Pinned, or Prone target, add Proficiency Bonus to damage once per turn.

Rank 4Gore Momentum

Gain 1 Momentum when you reduce an enemy to 0 Vitality in melee.

Rank 5Angels in the Bloodmist

Once per safe rest, after hitting with a chain weapon, add your Assault Marine level to damage and make nearby lesser enemies test Willpower or become Frightened.

The teeth do not sing. They accuse.

Doctrine: Doors, bunkers, corridors, shields, and entry violence.

Role: Breacher and formation breaker.

Doctrine: Impact, jump-pack future support, descending violence, and shock entry.

Role: High-impact assault.

Doctrine: Fear, noise, proximity, and breaking enemy nerve.

Role: Morale disruption and close pressure.

Doctrine: Future jump pack support, vertical assault, speed, and aerial faith in physics.

Role: Mobile assault and later jump-pack specialist.

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