Oathmark Target
Mark one visible enemy or objective as Oathmarked. Your next attack or check against it gains +2.
The adaptable core of an Astartes strike force. Bolter, blade, grenades, battlefield discipline, squad tactics, and the ability to answer almost any threat with controlled violence.
The Codex speaks. The bolter answers.
The Tactical Marine is the foundation of Astartes war: disciplined, flexible, armored, relentless, and terrifyingly competent at every range that matters.
A Tactical Marine does not specialize because they lack focus. They specialize in being the correct answer to too many battlefield questions.
The class fantasy is simple:
A Tactical Marine survives through transhuman physiology, bolter discipline, squad doctrine, warplate, tactical flexibility, and the absolute refusal to be impressed by enemy fire.
The Tactical Marine should not play like a generic armored rifleman. The class should create moments like:
Combat Doctrines are the Tactical Marine signature mechanic.
A Combat Doctrine is a trained Astartes response pattern: bolter drill, controlled advance, objective seizure, squad support, threat prioritization, or close-quarters adjustment.
Doctrine DC = 8 + Proficiency Bonus + Strength or Agility modifier
Strength or Agility applies depending on the action.
Combat Doctrines are special. Tactical Marines do not gain a new Combat Doctrine every level.
An Oathmarked target is a visible enemy, objective, leader, monster, or position the Tactical Marine has identified as the focus of Chapter duty.
The oath is not spoken for encouragement. It is spoken for accounting.
| Tactical Marine Level | Combat Doctrines Known |
|---|---|
| 1 | 3 |
| 5 | 4 |
| 9 | 5 |
| 13 | 6 |
| 17 | 7 |
This progression is a working draft. Final class balance may change after all classes are designed.
Mark one visible enemy or objective as Oathmarked. Your next attack or check against it gains +2.
Your next attack with an Astartes bolt weapon gains +2 to hit if you did not Dash this turn.
Move up to half Movement. Reactive Fire against you has Disadvantage if you end in cover or closer to an Oathmarked objective.
When you throw a frag or krak grenade, one ally in or adjacent to the blast gains Advantage on the save.
Gain Advantage on your next save against Pinned, fear, forced movement, poison, or pain before your next turn.
One ally within 30 feet may move 5 feet without triggering Reactive Fire from your Oathmarked target.
While within 10 feet of your Oathmarked objective, gain +2 Defense until your next turn.
Tactical Marine progression uses Doctrine Trees.
A Tactical 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.
Tactical Marines gain 1 Doctrine Point at every even level.
| Tactical Marine Level | Doctrine 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.
Once per turn, add +1 damage with an Astartes bolt weapon.
When you use Aim with a bolt weapon, ignore Light Cover.
Against Oathmarked targets, add your Proficiency Bonus to damage once per turn.
Once per scene, a bolt weapon's Burst or Suppression consumes no ammunition.
Once per safe rest, add your Tactical Marine level to one bolt weapon hit. If the target drops, one ally may end Pinned.
The bolter is not a weapon. It is punctuation in the language of conquest.