Tactical Assault Squad 2

Proto-astartes from times of dark age of technology.

TAS-2 tactical warrior

Assault warrior

WS 60 BS 50 Str 60 (12) T 50(10) Ag 50 Per 55 Int 45 WP 55 Fel 40

Exotic Weapon: Lightning Claws

Skills: Awareness, Ciphers (Archeotech Vault Runes), Climb, Common Lore (TAS-2, War), Concealment, Dodge, Drive (Jetbike), Intimidate, Literacy, Navigation (Surface), Parry, Scholastic Lore (Codex TAS-2), Search, Silent Move, Speak Language (Lingua Technis), Survival, Tech-Use, Tactics (Assault), Tracking.

Talents: Ambidextrous, TAS-2 Weapons Training, Bulging Biceps, Crushing Blow, Hatred (Abominable Intelligence, Automata) Heightened Senses (Hearing, Sight) (The character gains a +10 bonus toany Tests specifically involving this sense), Killing Strike, Lightning Reflexes, Nerves of Steel (He may re-roll failed Willpower Tests to avoid or recover from Pinning), Quick Draw, Resistance (Fear, Psychic Powers, Radiation), Swift Attack, True Grit (Whenever he suffers Critical Damage, halve the result (rounding up)), Unarmed Master (His unarmed combat attacks do 1d10+SB (I) Damage and his attacks no longer have the Primitive quality).

Traits: Unnatural Strength (x2), Unnatural Toughness(x2).

Tactical warrior

WS 50 BS 60 Str 50 (10) T 60(12) Ag 50 Per 55 Int 45 WP 55 Fel 40

Skills: Awareness, Ciphers (Archeotech Vault Runes), Climb, Common Lore (TAS-2, War), Concealment, Dodge, Drive (Jetbike), Intimidate, Literacy, Navigation (Surface), Scholastic Lore (Codex TAS-2), Search, Silent Move, Speak Language (Lingua Technis), Survival, Tech-Use, Tactics (Assault), Tracking.

Talents: Ambidextrous, TAS-2 Weapons Training, Bulging Biceps, Hatred (Abominable Intelligence, Automata) Heightened Senses (Hearing, Sight) (The character gains a +10 bonus toany Tests specifically involving this sense), Killing Strike, Nerves of Steel (He may re-roll failed Willpower Tests to avoid or recover from Pinning), Quick Draw, Resistance (Psychic Powers, Radiation), True Grit (Whenever he suffers Critical Damage, halve the result (rounding up)), Unarmed Master (His unarmed combat attacks do 1d10+SB (I) Damage and his attacks no longer have the Primitive quality).

Traits: Unnatural Strength (x2), Unnatural Toughness(x2).

Support Warrior

WS 50 BS 50 Str 50 (10) T 50(10) Ag 60 Per 55 Int 55 WP 55 Fel 40

MIU interface, Exotic Weapon: Needle pistol

Skills: Awareness, Chem-Use, Ciphers (Archeotech Vault Runes), Climb, Common Lore (TAS-2, War), Concealment, Dodge, Drive (Jetbike), Exotic Weapon Training (Needlers), Forbidden lore (Archeotech +10), Intimidate, Literacy, Medicae, Navigation (Surface), Scholastic Lore (Codex TAS-2, Technosaurians), Search, Security, Silent Move, Speak Language (Lingua Technis, Noospheric Bleed), Survival, Tech-Use, Tactics (Assault), Tracking.

Talents: Ambidextrous, TAS-2 Weapons Training, Bulging Biceps, Hatred (Abominable Intelligence, Automata) Heightened Senses (Hearing, Sight) (The character gains a +10 bonus toany Tests specifically involving this sense), Killing Strike, Nerves of Steel (He may re-roll failed Willpower Tests to avoid or recover from Pinning), Quick Draw, Resistance (Psychic Powers, Radiation), True Grit (Whenever he suffers Critical Damage, halve the result (rounding up)), Unarmed Master (His unarmed combat attacks do 1d10+SB (I) Damage and his attacks no longer have the Primitive quality).

Traits: Unnatural Strength (x2), Unnatural Toughness(x2).

Sniper Warrior

WS 50 BS 60 Str 50 (10) T 50(10) Ag 50 Per 65 Int 45 WP 55 Fel 40

Exotic Weapon: Transuranic Arquebus

Skills: Awareness, Ciphers (Archeotech Vault Runes), Climb, Common Lore (TAS-2, War), Concealment, Dodge, Drive (Jetbike), Exotic Weapon Training (Transuranic Arquebus), Intimidate, Literacy, Navigation (Surface), Scholastic Lore (Codex TAS-2), Search, Silent Move +10, Speak Language (Lingua Technis), Survival +10, Tech-Use, Tactics (Recon), Tracking +10.

Talents: Ambidextrous, TAS-2 Weapons Training, Bulging Biceps, Crack Shot (When his ranged attack causes Critical Damage, add +2 to the Damage), Hatred (Abominable Intelligence, Automata), Heightened Senses (Hearing, Sight) (The character gains a +10 bonus toany Tests specifically involving this sense), Nerves of Steel (He may re-roll failed Willpower Tests to avoid or recover from Pinning), Quick Draw, Resistance (Psychic Powers, Radiation), True Grit (Whenever he suffers Critical Damage, halve the result (rounding up)), Unarmed Master (His unarmed combat attacks do 1d10+SB (I) Damage and his attacks no longer have the Primitive quality).

Traits: Unnatural Strength (x2), Unnatural Toughness(x2).

•Secondary Heart: This organ has no in-game effect besides contributing to the Tactical Assault Squad’s member Unnatural Strength and Toughness Traits.

Ossmodula: This implant, surgically placed alongside the Neophyte’s pituitary gland at the base of the brain, thus becoming a part of the Space Marine’s endocrine system, secretes a specially engineered form of human growth hormone. When the effects of this hormone are combined with a diet laced with microscopic ceramic-based minerals, they act to catalyse the rapid growth of an Astartes’ skeletomuscular system which results in an Astartes’ superhuman strength and massive size compared to a baseline human male.This implant, in conjunction with several others, grants the Tactical Assault Squad’s member the Unnatural Toughness (x2) Trait.

Biscopea: The Biscopea is implanted into the chest cavity. It is small, approximately spherical in shape and, like the Ossmodula, its primary action upon the body is hormonal. The presence of the Biscopea greatly stimulates muscle growth throughout the body, increasing a Space Marine’s physical strength beyond the Human norm.This implant, in conjunction with several others, grants the Tactical Assault Squad’s member the Unnatural Strength (x2) Trait.

Haemastamen: Once implanted into a main blood vessel like the aorta, femoral artery or the vena cava, the Haemastamen alters an Astartes’ blood’s biochemical composition to carry oxygen and nutrients more e fficiently.This organ has no in-game effect besides contributing to the Tactical Assault Squad’s member’s Unnatural Strength and Toughness Traits.

Larraman’s Organ: These biosynthetic cells serve the same physiological purpose for an Astartes as the normal human body’s platelets, serving to clot the blood lost from wounds, but they act faster, more efficiently and more effectively. Space Marines do not normally suffer from Blood Loss (seepage260). In addition, the Tactical Assault Squad’s member gains the True Grit Talent. However, attacks with the Warp Weapon Quality (seepage136) may still inflict Blood Loss as normal.

Catalepsean Node: This allows the Astartes to consciously “switch off” sections of the brain sequentially, while remaining awake and alert. This ability comes at a price, as prolonged use of this ability can be hazardous, possibly inducing hallucinations or even psychosis. A Tactical Assault Squad’s member suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time.

Occulobe: These procedures, in turn, allow the Chapter‘s Apothecaries to make adjustments to the growth patterns of the eyes and their light-receptive retinal cells. The result is that Space Marines have visual acuity that is far superior to that of baseline humans and they can see in low-light conditions and near-darkness almost as well as in bright daylight. This implants grants the Tactical Assault Squad’s member the Heightened Senses (Sight) Talent.

Lyman’s Ear: Not only does this implant’s improved inner ear structure make a Space Marine immune to dizziness or motion sickness but it also allows Space Marines to consciously filter out and greatly enhance certain sounds over the capabilities of normal human hearing. This implant grants the Tactical Assault Squad’s member the Heightened Senses (Hearing) Talent.

Melanchromic Organ: This implant controls the amount of melanin in a Marine’s skin. Exposure to high levels of sunlight will result in the Marine’s skin darkening to compensate. It also protects the Marine from other forms of radiation. This organ has no in-game effect besides contributing to the Tactical Assault Squad’s member’s Unnatural Toughness (x2) Trait. The Tactical Assault Squad’s member may ignore or be resistant to exposure to radiation, depending on the severity.

Oolitic Kidney: This implant gives the Tactical Assault Squad’s member the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.

•Mucranoid: The Tactical Assault Squad’s member may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space.

•Black Carapace: This implant gives the Tactical Assault Squad’s member exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace.

Iron Hands characters combine the cold fury of their hatred for the enemy with a disdain for the weaknesses of the flesh. An Iron Hands Space Marine gains the following benefits: +5 Ballistic Skill, +5 Toughness, the Steel Over Flesh Solo Mode Ability (see page 11), and an Exceptional craftsmanship bionic hand (see page 13). Iron Hate Iron and Hate is a Demeanour (see page 32 of the Deathwatch Corebook) unique to Space Marines from the Iron Hands Chapter.The Battle-Brothers of the Iron Hands appear to many as something of a contradiction, one which grows more extreme as more of their flesh is shorn from their bodies and replaced with cold steel. Those Iron Hands that have undergone many augmetics treatments appear coldly inanimate in their expressions, their voices replaced by monotone vox-casters and their bionic eyes unblinking. Yet, in truth, they see the inside with an anger that grows stronger with age and experience, becoming ever purer as more and more flesh is replaced. Iron Hands brethren abhor any trace of weakness, even more so than other Chapters. They are extremely puritanical in their drive to identify and purge weakness, and they are damning when they perceive it in others around them. They are quick to anger, even if their anger is sometimes expressed in coldly flat, mechanical tones. They are blunt and uncaring of any offense they might give in their criticisms of others, even the staunchest of allies. When confronted with allies who themselves are quick to anger, it is not unheard of for bitter arguments to erupt, and even for blows to be struck.In battle, the Iron Hands are coldly resolute, seemingly unmoved by their own losses. They utilize their anger and their hatred of weakness, identifying their enemy’s vulnerabilities and exploiting them ruthlessly. While the Iron Hands seek ultimately to purge and militate against what they perceive as their own weakness, they also seek out the weakness in their foes in order to punish it without mercy. Many Iron Hands Battle-Brothers scourge their flesh, inflicting pain and scarring on themselves as a constant reminder of the weakness of the biological. As more of their bodies are augmented, the areas of available flesh are reduced, until those few that are still visible are a mass of scar tissue. Only when even these last few shreds of the Space Marine’s biological inheritance is gone is he truly free of physical pain, for their implants may be sensate, but they can never know hurt.

TAS-2 Advances

Advance Cost Type Prerequisites

Forbidden Lore (Archeotech), 300 exp

Forbidden Lore (Archeotech) +10, 400 exp

Forbidden Lore (Archeotech) +20, 500 exp

Tech-Use, 300 exp

Tech-Use +10, 400 exp

Tech-Use +20, 500 exp

Hatred (any), 200 exp

TAS-2 characters may substitute Intelligence for Fellowship to interact with characters with the Machine trait.

Transuranic Arequebus: Heavy, 300m, S/-/-, Dam: 2d10+4 I, Clip: 8, Reload: 1 Full, Special: Accurate, Felling 2, 12 kg, Unique (Extremely Rare). Felling 1: Decrease the Unnatural Toughness Multiplier of target by 1 to a minimum of 1 before calculating damage (Unnatural Toughness x2 becomes x1 which counteracts the entire trait and so on.)

Bolter Basic – Bolt Range 100m; S/3/-; 1d10+5 X; Pen 4; Clip 24; Reload 1 Full; Two handed; Tearing

Lightning Claw One-Handed Melee – Power 1d10+6 E; Pen 8; Power Field, Proven (4)

Character concept: Downgraded Iron Hand Space Marine. Sources: Deathwatch Corebook, Deathwatch: First Founding , Weapons of Mars, edited for Ultima Tectum campaign

Tactics (advanced) Intelligence
Skill Groups: Air Combat, Armoured Tactics, Assault Doctrine, Defensive Doctrine, Orbital Drop Procedures, Recon and Stealth
Tactics is the practical application of military knowledge in the field of battle. It differs from the various Lore Skills in that it relates directly to on the ground combat manoeuvres and actions rather than a broad theoretical or strategic view of warfare. It also differs from the Command Skill in that
Command allows the direction of troops but does not grant any special knowledge in how best to use them. A character can use Tactics at any time when he wants to determine the best military course of action in a combat. This could be anything from the best position to suppress an entrenched enemy before an assault to picking a good landing zone when coming in under fire. Failing a Tactics Assault) Test, for example, might mean facing a concentration of a defending force or hitting a stronger line of fortifications.

Air Combat: Covers atmosphere and near-orbit engagements with air superiority fighters as well as close support and bombing with ground attack aircraft.
Armoured Tactics: An understanding of armoured warfare, how best to use armour, as well as how best to exploit the weaknesses of such vehicles.
Assault Doctrine: Covers all kinds of assaults, from charging a bunker to opposed amphibious landings.
Defensive Doctrine: How to set up a good defensive line, including layering units, creating areas of enfilading fire, and good clear kill zones.
Orbital Drop Procedures: A knowledge of orbital drop doctrine and how to use it to maximise troop concentration and ensure shock and awe in the enemy.
Recon and Stealth: An understanding of the best methods of recon and stealth, such as how to approach a defensive position unseen or quietly destroy sentry positions.
Void Combat: Covers starship combat between anything from lightly armoured escorts up to battle barges and space hulks. It is also includes knowledge of high orbit fire support doctrines and the best way to use ships in orbit to aid ground troops.

Special uses: Ambush
A character in the role of Kill-team leader may use Tactics (Recon and Stealth) in the place of an opposed Concealment for himself or any member of his squad provided they are in Support Range .