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Tactical Marine

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.

Astartes ClassesFlexible Battleline WarriorAvailable in 1.0

Class Dossier — Tactical Marine

Working Draft · v0.1

Tactical Marine

The Codex speaks. The bolter answers.

Astartes ClassAvailable in 1.0Working Draft

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.

// Design Philosophy

The Tactical Marine should not play like a generic armored rifleman. The class should create moments like:

  • I mark the enemy leader as Oathmarked.
  • I hold this objective until relieved or dead.
  • Bolter drill: controlled bursts, no wasted rounds.
  • Move, brother. I have you covered.
  • The Codex has an answer for this. I am it.

Signature Mechanic — Combat Doctrines

Signature Mechanic

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.

// Rules Draft
  • A Tactical Marine starts with 3 Combat Doctrines at level 1.
  • Doctrine Uses are restored after a safe rest.
  • Draft Doctrine Uses: Proficiency Bonus per safe rest.

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.

Oathmarked

Oathmarked

An Oathmarked target is a visible enemy, objective, leader, monster, or position the Tactical Marine has identified as the focus of Chapter duty.

// Rules Draft
  • By default, one Oathmarked target or objective may be active at a time.

The oath is not spoken for encouragement. It is spoken for accounting.

Combat Doctrines Known Progression
Tactical Marine LevelCombat Doctrines Known
13
54
95
136
177

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

Combat Doctrines

Working Draft
Combat Doctrine

Oathmark Target

Mark one visible enemy or objective as Oathmarked. Your next attack or check against it gains +2.

Combat Doctrine

Bolter Drill

Your next attack with an Astartes bolt weapon gains +2 to hit if you did not Dash this turn.

Combat Doctrine

Tactical Advance

Move up to half Movement. Reactive Fire against you has Disadvantage if you end in cover or closer to an Oathmarked objective.

Combat Doctrine

Grenade Pattern

When you throw a frag or krak grenade, one ally in or adjacent to the blast gains Advantage on the save.

Combat Doctrine

Transhuman Focus

Gain Advantage on your next save against Pinned, fear, forced movement, poison, or pain before your next turn.

Combat Doctrine

Covering Fire

One ally within 30 feet may move 5 feet without triggering Reactive Fire from your Oathmarked target.

Combat Doctrine

Objective Secured

While within 10 feet of your Oathmarked objective, gain +2 Defense until your next turn.

Doctrine Trees

Progression System

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.

// Doctrine Points Progression

Tactical Marines gain 1 Doctrine Point at every even level.

Doctrine Points
Tactical 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: Sacred firepower, controlled volleys, and disciplined lethality.

Role: Ranged damage and fire superiority.

Rank 1Mass-Reactive Rhythm

Once per turn, add +1 damage with an Astartes bolt weapon.

Rank 2Controlled Burst

When you use Aim with a bolt weapon, ignore Light Cover.

Rank 3Armor-Breaking Pattern

Against Oathmarked targets, add your Proficiency Bonus to damage once per turn.

Rank 4Relentless Magazine

Once per scene, a bolt weapon's Burst or Suppression consumes no ammunition.

Rank 5Angels of Death Volley

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.

Doctrine: Fire teams, covering movement, battlefield calls, and transhuman coordination.

Role: Party support and maneuver.

Doctrine: Holding ground, extraction zones, relics, doors, and enemy pressure.

Role: Defensive anchor and objective holder.

Doctrine: Ambush survival, threat reading, scars, and combat memory.

Role: Survival and reaction specialist.

Doctrine: Adapting tactics, shifting roles, and doctrinal improvisation.

Role: Versatile generalist.

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