Contents
Description[]
Tactical Marines are your standard SM Squad which can be used in a variety of ways to counter or devastate your enemy whether it be a Chaos Marine Squad or a lumbering Dreadnought, they are usually able at holding the line early to mid-game but might be retired by the Sternguard Veterans squad or Devastator Marine squad due to their strength diminishing to powerful units such as Airborne Kasrkins or units that counter it in terms of range or raw strength like Dark Reapers or Howling Banshees, respectively. They are produced in the Chapel-Barracks and the Orbital Relay.
In game[]
Tactical Marines are pretty flexible in combat, they can be equipped with a variety of weapons. They're not very good for melee but can reasonably hold their own. They can be given a sergeant and either an apothecary, a standard bearer or a skull probe to give them an extra edge.
Abilities[]
-Order the squad to run.
-Increases movement speed by 45% in exchange for weapon accuracy.
-Lasts for 10 seconds, 2 second cooldown after use.
- Tactical grenade.
- Area effect ability/support weapon that deals good damage to all infantry types except Elite Heavy Infantry.
- 30m throwing range, knocks back enemies in about a 7m area effect radius
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an enemy or target location to activate.
- Tactical grenade.
- Area effect ability/support weapon that deals good damage to all infantry and structures types, mostly based on damaging morale.
- 30m throwing range and causes temporary flame damage to all hit targets with bonus morale loss, 10m impact radius.
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an enemy or target location to activate.
- Strategic/Support Grenade.
- Area effect ability/support weapon that blinds and defs all infantry targets within the area of effect with a bonus of morale loss
- 30m throwing range, 13m impact radius.
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an enemy or target location to activate.
- Strategic/Support Grenade.
- Area of effect ability/support weapon that protects all allied units against ranged attacks
- 30m throwing range, 15m protection radius.
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an ally or target location to activate.
- Tactical grenade.
- Anti vehicle support ability/weapon that deals good damage to lightly armored vehicles and buildings; not used against infantry.
- 30m throwing range.
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an enemy or target location to activate.
- Tactical grenade.
- Heavy and potent anti vehicle support ability/weapon that deals good damage to all armored vehicles and buildings; not used against infantry.
- 15m throwing range.
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an enemy or target location to activate.
-The Sergeant rallies his squad.
-Left-click to activate.
-Restores the squad to full morale.
-Counteracts the effects of being broken.
- Causes a massive electrical overload in a targeted building.
- Left-click and target an enemy target building to activate.
- Targeted structure cannot do anything for a short period of time, including producing units, performing research, etc.
- The Skull Probe is destroyed by this action.
Upgrades[]
Flamer
Leaders[]
Sergeant (Tactical)
- Support healer unit. --- Heals nearby infantry units over time.
- Effective versus: Infantry
- Durability: Good | Strength: Good | Morale: Good | Upgrades: None | Squad Size: Single | Movement Speed: Standard | Sight: Good | Keen Sight: 2m | Abilities: 2 | Weapon range: Short | Capture Points: No.
- Support inspiring unit. --- Inspires nearby infantry morale.
- Effective versus: Infantry
- Durability: Good | Strength: Average | Morale: Immune | Upgrades: None | Squad Size: Single | Movement Speed: Standard | Sight: Standard | Keen Sight: 2m | Abilities: 2 | Weapon range: Short | Capture Points: Yes.
- Sabotage unit (Infiltrator) (detector).
- Durability: Weak | Strength: No Attack | Morale: Immune | Upgrades: None | Squad Size: Single | Movement Speed: Fast | Sight: Excellent | Keen Sight: 20m | Abilities: 3 | Weapon Range: Melee | Capture Points: No.
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