Imperial Fists Characters
Imperial Fists are renowned for their ruggedness and their selfless dedication to duty and resilience to pain in all its forms. An Imperial Fists Space Marine gains the following benefits: +5 Toughness, +5 Willpower and the Siege Master Solo Mode ability. Furthermore, all Imperial Fists start with the Trade (Scrimshawer) skill at Trained level (see below) .
Implants: Although Imperial Fists Space Marines possess both the Betcher’s gland and sus-an membrane implants, their zygotes have long since ceased to function. Imperial Fists characters do not gain the benefits of either of these implants.
New Skill: Trade (Scrimshawer)
One tradition that the Imperial Fists engage in is the practice of scrimshawing the bones of their fallen Battle-Brothers. None know the roots of this practice, which for many Imperial Fists becomes an obsession they must indulge every hour they are not fighting or training. The bones of slain kin are engraved in minute detail, every surface lovingly covered in lines of devotional script and illuminated scenes depicting the deeds of the fallen.
This skill follows the rules for the Trade skill in the Core Rulebook page 106 but with the following new domain:
Scrimshawer: Used to inscribe patterns, text and imagery onto materials.
Imperial Fists Advances
Evaluate* +10 400
Evaluate* +20 400
Tactics (Any) 400
Tactics (Any) +10 400
Tactics (Any) +20 400
Lore: Forbidden (Traitor Legions)
Blade Master 1,000
Duty Unto Death 800
Hatred (Traitor Legions) 300
Peer (Adeptus Astartes) 400
Imperial Fists Solo Mode Ability:
Required Rank: 1
Effects: The Imperial Fists are recognised as amongst the finest practitioners of the art and science of the siege, a mastery born of practice, determination and self-sacrifice. The Battle-Brother is particularly able in locating weak points in enemy fortifications, as well as strong points in cover he himself is using. When using the ability, the Battle-Brother treats all uses of the Evaluate skill for assessing the strength and weaknesses of objects (including Weak Points** or Solid Cover**, see Deathwatch Core Rulebook page 98) as Trained. Their mastery is so great that they receive an additional +10 modifier for all such tests and perform the Weak Points special use as a Half Action.
Improvements: At Rank 3 or above, the action cost for Weak Points and Solid Cover drops to Free Action. At Rank 5 or above, the Battle-Brother may re-roll failed to hit rolls when firing at enemies in cover. At Rank 7 or above, the Evaluate test modifier becomes +20.
Imperial Fists Attack Pattern:
Tactical Bolter Drill
Action: Free Action
Effects: The Imperial Fists are every bit as effective in the attack as the most ferocious of their fellow Chapters. Rather than savagery however, their methods rely upon the precise application of firepower, selfless discipline and a refusal to accept that a foe cannot be taken down. With this ability in effect, the Battle-Brother and those in Support Range gain an additional degree of success on a successful attack when firing bolt pistols, bolters, heavy bolters, and storm bolters.
Improvements: If the Battle-Brother is Rank 4 or more, all Battle-Brothers benefiting from this ability gain a +10 to BS when firing a bolt pistol, bolter, heavy bolter, or storm bolter.
Imperial Fists Defensive Stance:
Hold At All Costs
Action: Full Action
Effects: The Imperial Fists hold numerous battle honours for actions in which they have held a strongpoint against the most horrific of foes, declaring they will die before relinquishing their position to the enemy and weathering the most horrible of onslaughts. A Battle-Brother may issue the command to Hold at all Costs by nominating a specific terrain feature, fortification, or an area of cover up to ten metres in diameter. While this ability is in effect, the Battle-Brother and those in Support Range of him and within the nominated position are entirely immune to the effects of Fear and get a +10 bonus to Toughness and Willpower.
Improvements: If the Battle-Brother is Rank 4 or more, the bonus to Toughness and Willpower climbs to +20.
** As a house rule, the use of the Evaluate skill should never add more than half than actual AP of the object to Penetration (Weak points) or AP (Solid Cover). Actual AP is considered the AP after modification by, for example, a Techmarine.