MACROMUNDA
Allegiance
Space Marines Imperial Fists
Codex / Gang Tactics
Codex · Space Marines

Gang Tactics36

RollTacticTiming
11Bolter Drill. Bolter Drill. Play at the start of a round. This round, every friendly fighter that does not move in its activation counts as having Aimed before its first ranged attack, on top of the House's standing drill. The whole line settles onto its sights as one.Start of round
12Hold This Position. Hold This Position. Play when a friendly fighter standing on or within 1" of an objective is targeted by a charge or a ranged attack. Until the end of the round it cannot be moved, pushed or knocked back by any effect, and adds +1 to its save rolls. It holds the ground it was given.Any (once)
13No Step Back. No Step Back. Play when a friendly fighter fails a Nerve or Bottle test. Re-roll it, and you may add 1 to the result. A Son of Dorn gives no backward step.Any (reaction)
14Crack The Wall. Crack the Wall. Play when a friendly fighter shoots. That attack ignores any cover the target is in and reduces the target's save by a further 1. The Fists learned long ago that walls are made to be broken.Any (once)
15The Living Wall. The Living Wall. Play at the start of a friendly fighter's activation while it is within 2" of another friendly fighter. Until your next turn, both count as being in partial cover against ranged attacks, standing shield to shield. Brothers make a rampart of themselves.Any (once)
16Unbroken Line. Unbroken Line. Play at the start of a round. Until the end of the round, every friendly fighter within 3" of another friendly fighter automatically passes Nerve tests. A line that stays linked does not break.Start of round
21Suppressing Fire. Suppressing Fire. Play when a friendly fighter shoots an enemy without taking it Out of Action, whether the shot hits or misses. The target is Pinned regardless. Even the rounds that miss keep the enemy's head down.Any (once)
22Interlocking Fields. Interlocking Fields. Play when an enemy fighter is hit by a friendly fighter's ranged attack. A second friendly fighter with line of sight and an eligible, loaded ranged weapon may immediately make a single ranged attack against the same target. The fields of fire overlap exactly where the enemy stands.Any (reaction)
23Defensive Fusillade. Defensive Fusillade. Play when an enemy fighter ends a move within 6" of a friendly fighter that has not yet activated this round. That friendly fighter may immediately make a single ranged attack against it as a free action. The gunline answers every approach.Any (once)
24Sons Of Dorn. Sons of Dorn. Play when a friendly fighter would be taken Out of Action. Roll a D6; on a 4 or higher it is Seriously Injured instead, refusing to fall. The blood of Dorn does not yield easily.Any (once)
25Rockcrete Bastion. Rockcrete Bastion. Play at the start of a round. Until the end of the round, every friendly fighter that did not move counts its cover as one step better — partial cover becomes full, and a fighter in the open counts as being in partial cover. The line hardens into stone.Start of round
26Fix Bayonets. Fix Bayonets. Play when an enemy fighter charges a friendly fighter. The defender makes its reaction attacks at +1 to hit and +1 Strength. Let the wall be met in person. It is met with steel.Any (reaction)
31Pre Sighted Range. Pre-Sighted Range. Play during deployment. Choose one terrain feature on the battlefield. For the rest of the battle, friendly fighters shooting at enemies within 3" of that feature add +1 to their Hit rolls. The range to it was measured and marked before the first enemy ever reached it.Pre-battle
32Fortify. Fortify. Play during deployment. Place two barricades, or one larger defensible strongpoint, anywhere within your own deployment zone. The Fists dig in before the enemy arrives.Pre-battle
33Storm Of Bolts. Storm of Bolts. Play when a friendly fighter makes a ranged attack with a Rapid Fire weapon. It makes one extra attack with that weapon this activation. When the Fists open up in earnest, the air turns to fire.Any (once)
34Anvil Stands. The Anvil Stands. Play when a friendly fighter is knocked Down or Seriously Injured while on an objective. It is not moved from the spot, and it rolls its Recovery at the end of the round with +1 to the result. The anvil does not shift when the hammer falls on it.Any (reaction)
35Grinding Advance. Grinding Advance. Play at the start of a round. This round, friendly fighters may move up to 2" and still count as not having moved for Bolter Drill and other hold-fast effects. The wall advances one measured step without ever losing its aim.Start of round
36Duty Unto Death. Duty Unto Death. Play when a friendly fighter is taken Out of Action. Before it is removed, it may make one final ranged or melee attack against an enemy in range. The last act of a Son of Dorn is one more blow struck for the line.Any (once)
41Terminator Vigil. Terminator Vigil. Play when a friendly fighter in Terminator plate is hit by a ranged or melee attack. It may make a 5+ field save against that hit, the ancient armour turning the blow aside. The oldest plate of the Chapter never fails its watch.Any (once)
42Siege Breaker. Siege-Breaker. Play when a friendly fighter shoots a target behind a barricade, inside a building or in a fortified emplacement. That attack strikes at +1 Damage. The Fists were bred to break exactly this kind of ground.Any (once)
43Overlapping Guns. Overlapping Guns. Play at the start of a round. This round, whenever two or more friendly fighters shoot the same enemy, every such attack after the first gains +1 to its Hit roll. The killing ground belongs to whatever tries to cross it.Any (once)
44Cover The Approach. Cover the Approach. Play when an enemy fighter makes a Charge move. Any one friendly fighter it passes within 6" of during that move may make a single ranged attack against it before combat is joined. Nothing crosses the open ground unshot.Any (once)
45Emplace The Guns. Emplace the Guns. Play at the start of a friendly fighter's activation while it carries an Unwieldy or Heavy weapon. If it does not move this activation, it ignores the Unwieldy penalty and may fire the weapon twice. A gun that is planted is a gun that speaks twice.Any (once)
46Stoic Resolve. Stoic Resolve. Play at the start of a round. Until the end of the round, friendly fighters ignore the penalties of any Flesh Wounds they carry. The Fists set their hurts aside until the work of the wall is done.Start of round
51The Wall Holds. The Wall Holds. Play at the start of a round. Until the end of the round, friendly fighters that did not move count their Toughness as 1 higher against ranged attacks. Where the line stands still, it stands like stone.Start of round
52Disciplined Withdrawal. Disciplined Withdrawal. Play when a friendly fighter makes a Retreat move. No reaction attacks may be made against it, and it falls back in good order to any point within its move. The Fists give ground the way they take it — deliberately, and never in a rout.Any (once)
53Concentrated Volley. Concentrated Volley. Play at the start of a friendly fighter's activation. Every friendly fighter within 3" of it that has not yet activated may add its ranged attack to that fighter's, all resolving against a single chosen target. The volley falls as one.Any (once)
54Bastion Guns. Bastion Guns. Play when a friendly fighter with a Heavy weapon is standing in or on a piece of terrain. Its shots this round gain +1 to hit and ignore the target's cover. A gun set in a bastion misses nothing.Any (once)
55Endure. Endure. Play when a friendly fighter fails an Injury save against a ranged attack. Re-roll that save. The Fists were built to be shot at and keep standing.Any (once)
56Adamantium Will. Adamantium Will. Play when a friendly fighter is targeted by a psychic power, a fear effect, or any test of Willpower. It automatically passes or resists. The sons of Dorn bend to nothing of the mind.Any (once)
61Break Their Charge. Break Their Charge. Play when an enemy fighter declares a Charge against a friendly fighter. Before the charge move is made, the defender makes a single ranged attack against the charger; if that attack takes it Out of Action or knocks it Down, the charge fails and the move is not made. Break them on the wall before they reach it.Any (reaction)
62Held To The Last. Held to the Last. Play at the start of a round in which three or fewer friendly fighters remain standing. Until the end of the battle, those fighters automatically pass every Nerve and Bottle test. The fewer that remain, the harder the wall holds.Start of round
63Sappers Craft. Sapper's Craft. Play during deployment. Choose one enemy barricade, wall or fortification within the enemy deployment zone; it counts as destroyed and is removed from the battlefield. What the Fists can build, they can also bring down.Pre-battle
64Unflinching. Unflinching. Play at the start of a round. Until the end of the round, friendly fighters that did not move cannot be moved, pushed or knocked back by any enemy effect, and never lose the benefit of an Aim from being hit. The braced line does not so much as sway.Start of round
65Dorns Discipline. Dorn's Discipline. Play at the start of a round, when the Combat Doctrine is declared. This round you may shift the Doctrine two steps toward Devastator instead of one, or lock it where it stands and refuse to shift at all. The discipline of the Primarch, made manifest in a single order.Start of round
66The Last Wall. The Last Wall. Play at the start of a round. For the rest of the battle, every friendly fighter within 3" of another friendly fighter gains +1 to its Hit rolls and +1 to its save rolls in any round in which it did not move. This is the Last Wall — the reason the Imperial Fists exist. Play it once, and hold.Start of round