RulesPal
Chat
Rulebook
Space Marine thumbnail

Space Marine

Space Marine Rulebook

Table of Contents

Table of Contents

  • Components
    • Dice
    • Buildings
    • Assembling the Infantry Stands
    • Infantry Banner Stickers
    • Data Cards
    • Range and Movement Ruler
    • Burst Circle Templates
    • First Player Marker
    • Order Counters
    • Support Fire Counters
    • Building Damage Counters
    • Rubble Counters
    • Hidden Set-Up Counters
    • Snap Fire Markers
    • Folder Spine Insert
    • The Playing Surface
  • Vehicle Rules
    • Vehicle Data Cards
    • Weapon Location Codes
    • Vehicle Detachments
    • Starting the Game
      • Setting Up
      • What is a Scenario?
      • Preparing for Battle
    • Sequence of Play
      • The First Player
    • Order Phase
      • No Orders
      • Timed Moves (Optional Rule)
    • Movement Phase
      • Revealing Orders
      • Movement Segments
      • Sequence of Movement
      • Minimum Move
      • Changing Moves
      • Move Direction
      • Fall Back Orders
      • Obstacles
      • Attacking During the Movement Phase
    • Combat Phase
      • Summary of Combat
      • Sequence of Combat
      • Targeting
      • Firing
      • Maximum To Hit
      • Multi-Barrelled Weapons
      • Following Fire
      • Plasma Weapons
      • Snap Fire
      • Damage
      • Vehicle Targets Weapons Table
      • The Weapons Tables
    • End Phase
    • Ending the Game
    • Vehicle Scenarios
      • What is a Scenario?
      • Scenario 1: Engage & Destroy
  • Reference Section
    • Turn Sequence
    • Infantry Orders Table
    • Vehicle Weapon Location Codes
    • Weapons Tables
    • Firing Modifiers
    • Firing Procedure
    • Maximum To Hit
    • Morale Table
    • Close Combat (Reference)
    • Close Assault Table
    • Rams and Overruns
    • Ram Modifiers - Vehicle vs Titan
    • Titan Stomp Attacks
    • Standard Detachments Table
    • Fool or Hero? Table
    • Barrage Table
  • Infantry Rules
    • Types of Infantry Stand
    • Infantry Data Cards
    • Infantry Detachments
      • Detachment Commanders
      • Morale Tests
      • Disbanding
    • Infantry Order Phase
    • Infantry Movement Phase
      • Close Combat
      • Jump Packs
      • Carrying Infantry in Vehicles
      • Buildings
      • Attacks in the Movement Phase
    • Infantry Combat Phase
      • Targeting
      • Infantry Targets Weapons Table
      • Firing
      • Damage
      • Damaging Buildings
      • Close Combat
    • Infantry Scenarios
      • Cityfight!
      • Standard Scenario Additions
    • Buying Your Force
      • Non-Standard Detachments
      • Over the Top
  • The Advanced Game
    • Elite Detachments
    • Regrouping
    • Heroic Actions
      • Heroic Action Descriptions
    • Hidden Set-Up
      • Setting Up
      • Movement and Firing
      • Revealing Hidden Troops
      • Hiding in Buildings
      • Firing on Hidden Troops
    • Bonus Scenario: Tankhunt
    • Off-Table Support
      • Support Cards
      • Buying Support Counters
      • Calling Up Support
      • Firing Support Counters
      • Deviation
      • Removing Support Counters
      • Barrages
      • Support Missiles
  • Space Marine & Adeptus Titanicus
    • The Sequence of Play
    • Combined Order Phase
    • Combined Movement Phase
    • Combined Combat Phase
    • Combined Scenarios
    • New Weapons

Components

Your Space Marine game box should contain the following components:

  • 16 plastic Land Raiders (8 in each of two colours)
  • 32 plastic Rhinos (16 in each of two colours)
  • 320 plastic Infantry (160 in each of two colours)
  • 16 plastic banner poles (8 in each of two colours)
  • 64 plastic infantry bases (16 in each of four colours)
  • 1 sheet of cardboard burst templates
  • 14 buildings
  • 16 data cards
  • 2 plastic range rulers
  • 1 plastic deviation template
  • 1 counter sheet
  • 1 sheet of infantry banner stickers
  • 4 six-sided dice

Dice

All dice rolls in Space Marine are made with standard six-sided dice. Throughout the rules, the abbreviation 'D6' refers to a six-sided dice. For example, 'roll a D6' means roll one six-sided dice, and 'roll 2D6' means roll two six-sided dice and add the scores together.

Buildings

The buildings are used to represent the terrain you will be fighting over. Keep them in the box for the time being - you won't need them until you are ready to set up the scenery for your first game.

The buildings are assembled from one of the plastic roof pieces and either two or three wall sections. The number of wall sections depends on the shape of building you are making.

Cross-piece shaped buildings: You will need one long wall section and two short wall sections.

T-bar-shaped buildings: You will need one long and one short wall section.

Punch the walls out, fold them into rectangular cross-sections, and insert them into the building tops. The walls should fit snugly between the round pegs and the outer lip of the plastic building top. Make sure that the blank part of the wall section faces into another piece of wall so that it can't be seen.

Each wall section indicates which building it is for (eg Mausoleum, Librarium, etc). The wall sections come in different heights and architectural styles, so make sure you get the right wall sections for each building.

Assembling the Infantry Stands

The plastic infantry bases in this box are colour-coded according to what type of infantry unit they represent. There are four different colours of base. You should make sure that you and your opponent both agree which colour represents which type of infantry - it's a good idea to note this down on a piece of paper before the battle begins. The Marines themselves come in two colours so that you can distinguish between Loyalist and Traitor Marines. Each infantry base takes five models; never mix model colours on a base.

The infantry models can be push-fitted into the bases, and need no glue. Separate them from the sprue with a modelling knife, and make sure that the underside of the base is smooth.

One in four of the infantry bases has a socket for a banner pole. The banners are used to indicate the presence of a detachment commander.

Infantry Banner Stickers

The sheet of banner stickers allow your forces to fly the colours of several famous Space Marine Chapters on either side of the Horus Heresy. Simply fold the sticker around the banner pole before fixing it to the base.

Data Cards

The data cards give you the relevant details of the infantry units and vehicles used in the game. There are two types of data card in this game: armoured vehicle data cards and infantry stand data cards.

Range and Movement Ruler

This is a clear plastic ruler marked in 1cm increments. It is used to measure distance for movement and weapon ranges. To measure distances over 36cm, simply pivot the ruler around the marked point.

The range ruler is marked with the dice scores needed to hit a target for all of the weapons covered in Space Marine. Some of these weapons have different scores to hit vehicles/Titans and infantry. The scores to hit vehicles and Titans are indicated by 'V', the scores to hit infantry by 'I'. Where the scores are the same, the figure is marked 'V/I'.

The end of the ruler also shows the to hit modifiers against vehicle and infantry targets.

Burst Circle Templates

Some weapons create a huge explosion which will affect any target within the burst radius. When such a weapon is used, a burst circle is placed with its centre at the point of aim. Any unit or vehicle which falls under the template (even if only partially) is affected by the attack.

All of the burst circles are marked with numbered arrows on their perimeter. These are used to determine the deviation of shots that do not land in the intended place, and are fully explained in the Advanced Game rules.

First Player Marker

During the game, it is important to know who is First Player, because this determines the order in which actions are carried out. The First Player marker is used to keep track of this; the player who is First Player keeps it on the table beside him.

Order Counters

The order counters are used to record the orders given to an infantry or vehicle detachment for each turn. Each detachment in the game will need four order counters, one each of First Fire, Advance, Charge and Fall Back. The use of order counters is explained in The Order Phase section of each set of rules.

Support Fire Counters

In the advanced game, it is possible to call down supporting fire from off the table. The use of support fire counters is explained in the Advanced Game section.

Building Damage Counters

Buildings that are attacked will eventually become unstable and collapse. The chance of a building collapsing is measured by the number of critical hits it takes. These are recorded by placing one building damage counter on the building for each critical hit it receives.

Rubble Counters

When a building is destroyed, it is reduced to rubble; instead of being removed from the table, the building is marked with a rubble counter, since rubble can affect movement and cover.

Hidden Set-Up Counters

In the Advanced Game there are rules for hidden set-up, where your opponent doesn't know where your forces are at the start of the game. When you use the hidden set-up rules, you put hidden set-up counters on the table rather than models, and convert the counters to models as your forces are discovered.

Hidden set-up counters are numbered 1 to 12 so that you can record which counter represents which infantry detachment and which are dummies to fool your opponent.

Snap Fire Markers

One of the combat options in the game is Snap Fire. This is explained in the rules for The Combat Phase. When a detachment of troops or vehicles has used Snap Fire, a Snap Fire Marker is placed beside them on the table.

Folder Spine Insert

This rulebook is punched for storage in a Games Workshop ring binder, so that you can keep the main rules and supplementary material from White Dwarf and elsewhere all in the same place for ease of reference. The binder has a clear pocket on the cover to take the rulebook cover, and another clear pocket on the spine to take the spine insert - then you can tell at a glance which folder holds which game rules.

The Playing Surface

This is one component that you won't find in the box. Space Marine is designed so that it can be played on any flat surface the size of the average dining table. Larger areas can make for bigger and more interesting games - so if you have a wargames table so much the better - but as long as your table is at least 3 feet by 2 (100 x 60 cm), you'll be able to have an enjoyable game. You can also use a clear area of floor, of course, but for the sake of simplicity we refer to the table throughout these rules.

Vehicle Rules

The rules in this section tell you everything you need to know to fight the huge armour battles of the Horus Heresy. The armies of both the Imperium and the Rebels include large numbers of armoured fighting vehicles, and many engagements consist of pure armour battles, without infantry or Titans.

Vehicle Data Cards

These rules cover the two most common classes of armoured fighting vehicles used in the wars of the Horus Heresy: the Land Raider main battle tank, and the Rhino armoured personnel carrier, with its Whirlwind variant.

Each type of vehicle has its own data card, which provides all the necessary information to use it in the game.

Name: The name and type of the vehicle.

Weapons: The locations of the weapons carried by the vehicle.

Close Assault Factor (CAF): This number represents how effective the vehicle is in a close assault against infantry, and is only used with the Space Marine infantry rules. The higher the number the better. Some vehicles have two numbers, separated by a slash (/); the first number is used when making an overrun attack, and the second number is used in all other circumstances.

Armour Rating (AR): This represents the effectiveness of the vehicle's armour. The lower the number the better.

Saving Throw: This number represents how well the vehicle can stand up to superficial damage. The lower the number the better.

Speed: There are two numbers for speed, separated by a slash (/). The first number is the vehicle's advance rate, and the second number is its charge rate.

Battle Rating (BR): This number represents the vehicle's effectiveness in battle. The higher the BR, the deadlier the vehicle is. Battle ratings are used in some scenarios, where players are given a certain number of points to spend and allowed to pick their own forces. The BR is the vehicle's 'points cost' in these circumstances.

Remarks: Any further information about the vehicle is covered here.

Weapon Location Codes

Each of the weapons listed on the data card is followed by a location code. This is a short string of digits describing the weapon's location, fire arc and number of barrels. These codes are explained in the Weapon Location Codes Table.

Weapon Location Codes

Location (Armoured Vehicles)CodeFire Arc
TurretTt360°
Swivel Mount - left sideSwL180°
Swivel Mount - right sideSwR180°
Swivel Mount - frontSwF180°
Swivel Mount - backSwB180°
Fixed Mount - frontFxF90°
Fixed Mount - backFxB90°

Where the code is followed by a number, this indicates the number of barrels the weapon has. Weapon types, arcs of fire and barrels are explained in the section of these rules on The Combat Phase.

For example, the Land Raider has the following weaponry: las-cannon SwL2, las-cannon SwR2, heavy bolter FxF, heavy bolter FxB. This means that it has one two-barrelled las-cannon in a left side swivel mount, one two-barrelled las-cannon in a right side swivel mount, one heavy bolter in a front fixed mount, and one heavy bolter in a back fixed mount.

Vehicle Detachments

All vehicles must be organised into groups of two or more machines, known as detachments. Every vehicle in a detachment must be no further than 6cm from at least one other vehicle in the detachment. In addition, all the vehicles must be linked together to form a 'chain' without any gaps of more than 6cm.

Sometimes vehicles in a detachment will become separated for reasons beyond a player's control - if a vehicle is destroyed by enemy fire, for instance. When this happens, the detachment must be given advance orders in the next turn (see The Order Phase) and must move into an acceptable formation as soon as possible.

Starting the Game

First, read briefly through this section of the rulebook. Don't try to learn the rules as you go; just read them through so you get an idea of where things are in the rulebook. The best way to learn the rules is by playing the game - so let's get started!

Setting Up

First, you will need to find a suitable playing surface. Any table or area of floor 3 feet by 2 will do just fine; larger areas are even better. Next comes the scenario.

What is a Scenario?

A scenario is basically a set of notes, telling you all you need to know about the battle you are going to fight. It will tell you which forces are involved, what vehicles each player has (or sometimes, how many points each player has to spend on vehicles), what each side's objectives are, and so on. You will find a range of scenarios at the end of the vehicle rules section, but for your first game, we'll use the following scenario.

Engage & Destroy

A force of Imperial Land Raiders has been ordered to cover the flank of the main army, when they encounter an identical force of Rebel Land Raiders. It's a straight battle - to the death.

  • Imperial Force: 6 Land Raiders, in 3 detachments of 2 vehicles each.
  • Rebel Force: 6 Land Raiders, in 3 detachments of 2 vehicles each.
  • Victory Conditions: The last player to have an operational Land Raider on the table is the winner.

Preparing for Battle

First, decide which player will take which side. If you can't decide, roll a dice - the player with the higher score chooses which side he wants to play, and is First Player (see below) for the first turn.

Next, find the data cards for the Land Raiders featured in the scenario. In the first scenario, each player will need 6 Land Raider models.

Each Detachment needs a full set of order counters - one each of First Fire, Advance, Charge and Fall Back. Separate the necessary counters from the counter sheet and give each player as many as he needs - three of each, in this scenario.

Place all the buildings in the lid of the box. Starting with the Imperial player, each player should take it in turn to place one building on the playing surface - anywhere he likes - until all the buildings are on the table.

Finally, each player rolls a D6, and the player with the higher score may choose which edge of the table he will set up on. Reroll in the event of a tie. He may set up his vehicles anywhere along that side of the table, within 12cm of the edge (unless the scenario states otherwise). The other player must then set up on the opposite edge, again within 12cm of the edge unless the scenario states otherwise.

If a specific instruction in a scenario ever contradicts these general notes, always assume that the scenario is correct.

Now, you're ready to play.

Sequence of Play

Space Marine uses a strict sequence of play. Each turn consists of a number of separate phases. It may seem complicated at first, but don't worry - you'll soon get the hang of it. A lot of things can happen in a turn - movement, shooting, ramming, and more. In real life, these things happen simultaneously, which is why combat in real life is so confusing.

Each turn in Space Marine is split into 4 phases. Both sides move their vehicles during the movement phase, fire their weapons in the combat phase, and so on. An action may only be performed in the appropriate phase, so, for example, you can't move in the combat phase.

The rules are laid out in the same order as the sequence of play. The best way to learn them is to read briefly through them once, and then start playing your first game. As you come to each new phase, read through the relevant rules section and then perform any actions for that phase.

The First Player

Throughout the rules, we refer to the First Player. The First Player is the player who goes first in any phase. Being the First Player offers both advantages and disadvantages: you will have to move first, but you also get to shoot first in the combat phase. If players cannot agree who will be the First Player at the start of the game, they should each roll a dice - the highest scorer gets to choose. Use the First Player Marker to indicate who is the First Player.

In the first turn of the game, the First Player must set up his forces first. At the end of the turn, the other player takes the First Player marker, becoming the First Player for the next turn - and so on throughout the game.

The Sequence of Play

  1. Order Phase - The players must give each of their detachments one order counter (face down).
  2. Movement Phase
    • i. Detachments with fall back orders are moved. If both players have detachments with fall back orders, the First Player must move his first.
    • ii. Detachments with charge orders are moved, as above.
    • iii. Detachments with advance orders are moved, as above.
  3. Combat Phase
    • i. Detachments with first fire orders may fire. If both players have detachments with first fire orders, the First Player must fire his first.
    • ii. Detachments with advance orders may fire, as above.
    • iii. Detachments with charge orders may fire, as above.
    • iv. Resolve any close combats. Close combats only occur when the infantry rules are being used.
  4. End Phase - The First Player marker changes hands, and a new turn begins.

Order Phase

In the order phase of each turn, the players must place one order counter, face down, beside each of their detachments. Orders cannot be changed once the order phase is over.

There are four types of order counter.

First Fire: A detachment with first fire orders remains still and prepares its weapons to fire at the first opportunity. None of the vehicles in the detachment may move, not even to turn in place. The vehicles attack in the first fire segment of the combat phase, and receive a +1 modifier to hit when firing on other vehicles. Use first fire orders when you are on the defensive or have no desire to move.

Advance: A detachment with advance orders moves cautiously, ready to respond quickly to any development. The vehicles in the detachment may move up to their advance rate and may attack in the advance segment of the combat phase. Advance will probably be the most common order you will choose, as it allows you to both move and fire.

Charge: A detachment with charge orders moves flat out, sacrificing firepower for speed. The vehicles in the detachment may move up to their charge rate, but may not fire until the charge segment of the combat phase. Vehicles following charge orders suffer a -1 modifier to hit. Charge orders allow you to move fast, but the accuracy of your shooting will be reduced.

Fall Back: A detachment with fall back orders withdraws at high speed, evading enemy fire. All vehicles in the detachment may move up to their charge rate, but must end their move further away from any and all enemy units than they were at the start of the turn. Vehicles may not remain stationary - they must retreat at least 4cm. Vehicles with fall back orders may not attack, but any attacks made upon them suffer a -1 modifier to hit. Vehicles with fall back orders may not attack, but attacks directed at them will be less effective. Vehicles with fall back orders will also move before anyone else.

No Orders

Detachments that have not been given orders may not move. They may fire in the advance segment of the combat phase.

Forgetting to give a detachment any orders is not a good idea. Try to avoid the practice whenever possible!

Timed Moves (Optional Rule)

You may find that it helps the pace of the game if you limit the order phase to two minutes. This helps speed up the game and rewards the player who thinks quickly and clearly under pressure - a vital quality for any commander!

Movement Phase

In the movement phase, orders for each detachment are revealed, and movement is carried out.

Revealing Orders

Orders are revealed at the start of the movement phase, when the order counters beside each detachment are turned face-up.

Thus, at the start of the first segment, all detachments with fall back orders have their order counters revealed and are moved. At the start of the second segment all detachments with charge orders have their orders revealed and are moved. In the third phase, all detachments with advance orders have their orders revealed and are moved.

Detachments with first fire orders have their orders revealed at the end of the movement phase, or when any unit in the detachment is picked to snap fire (the rules for snap firing are in The Combat Phase rules section).

You may find that you lose track of which detachments have which orders, so you are permitted to look at your own order counters secretly at any time until the orders are revealed. However, if you do not reveal orders at the appropriate time in the movement phase, the detachment loses its orders for that turn, and is treated as having no orders.

Optional Rule: As an optional rule, you may prefer to reveal orders in the appropriate segment of the movement phase, thus helping to build up a little tension ('Well, they didn't move in the charge segment - so have they got advance orders, or have they got first fire?').

Movement Segments

The movement phase is split into three segments.

1. Fall Back: In the first segment, all vehicles that belong to a detachment with fall back orders are moved. Each vehicle has two speeds given on its data card; the higher number is its fall back distance in centimetres.

Vehicles with fall back orders may be turned to face in any direction at the start of the move, and may make one turn of up to 90° at any time during the course of the move.

2. Charge: In the second segment, all vehicles that belong to a detachment with charge orders are moved. The higher number for speed on the vehicle's data card is its charge distance in centimetres.

Vehicles with charge orders may make one turn of up to 90° at any point during the move.

3. Advance: In the third segment, all vehicles that belong to a detachment with advance orders are moved. The lower number for speed on the vehicle's data card is its advance distance in centimetres.

A vehicle with advance orders may make up to two turns of up to 90° during its move. The turns may be made at any time during the move, and more than one turn can be taken at the same time.

First Fire Orders: Vehicles that belong to a detachment with first fire orders are not allowed to move or turn at all.

Sequence of Movement

If both players have detachments that are allowed to move in the same segment, the First Player moves all his detachments before the second player. In the advance segment, for example, the First Player moves all of his detachments with advance orders, and then the second player does the same. Once all the detachments that can move in a segment have done so, move on to the next segment.

Minimum Move

A vehicle can be moved any distance up to the maximum for the orders it received that turn including making no more at all. For example, a Land Raider has a speed of 16/24 on its data card, so its charge move is 24cm. Thus, a Land Raider with charge orders can move any distance from 0 to 24cm in the charge segment of the movement phase.

Exception: Vehicles with fall back orders must move at least 4cm.

Changing Moves

Once a player has moved a vehicle and removed his hand from the model, the move may not be changed. The Detachment Commander is committed to the move, and must go through with it!

Move Direction

Vehicles must always move straight ahead, and can only change direction by making a turn. As we have already explained, the number of turns a vehicle may make during its move depends on the orders its detachment has been given (see Movement Segments).

Fall Back Orders

Vehicles with fall back orders must move at least 4cm, and end their move further away from any enemy vehicles than they were at the start of the turn.

Any vehicle which has not fulfilled these two criteria at the end of its move is considered to be destroyed - despairing at their impossible position, the crew has abandoned their vehicle and run away.

Vehicles with fall back orders can move in reverse (ie directly backwards) at half the normal rate.

Obstacles

Vehicles may never move through a building or another vehicle.

Attacking During the Movement Phase

Most combat in Space Marine takes place in the combat phase. However, certain attacks may be made during the movement phase.

Rams

An armoured vehicle with charge orders may ram another vehicle by moving into contact with it (ie so that the models end up touching). Its move ends with contact.

Move the vehicle model into contact with the enemy. Then both players roll a D6 and add the opposing vehicle's AR to the score.

  • If the scores are tied, both vehicles suffer superficial damage.
  • If a player beats his opponent's score by 1 or 2 points, his vehicle suffers superficial damage and the opposing vehicle is destroyed.
  • If a player beats his opponent's score by 3 or more, his vehicle is undamaged and the opposing vehicle is destroyed.

The effects of damage are explained in The Combat Phase.

Snap Fire

A detachment with first fire orders may fire on a target while it is still moving, rather than waiting for the combat phase. Full rules for snap firing may be found in the next section.

Combat Phase

During the combat phase, vehicles can fire on enemy units. The sequence in which they fire depends on their orders.

The rules for combat may look complicated at first glance, but don't be put off. The underlying principles are very simple, and the main bulk of these rules is taken up with explanation and diagrams.

Summary of Combat

In the combat phase, all vehicles that have a target may fire their weapons. A target is defined as an enemy unit within the range and fire arc of one or more of the vehicle's weapons.

Each vehicle on the table is dealt with in turn. The order in which vehicles fire is determined by two things: who is First Player for that turn, and what orders the vehicle has for the turn. Remember that vehicles with fall back orders may not fire.

A dice roll is made for each weapon that fires - in the case of multi-barrelled weapons, a dice is rolled for each barrel. The score may be modified by the vehicle's orders for the turn. Each weapon has a score to hit - modified according to the range - and each dice that rolls this number or more indicates a successful hit.

Each successful hit will damage the target. The extent of the damage is determined by making a critical hit roll.

Sequence of Combat

The combat phase is split into four segments.

  1. First Fire: All vehicles with first fire orders may fire any or all of their weapons.
  2. Advance: All vehicles with advance orders may fire any or all of their weapons.
  3. Charge: All vehicles with charge orders may fire any or all of their weapons.
  4. Close Combat: This phase is not used in vehicle vs vehicle combat. We'll return to it in the infantry rules, but you can ignore it for the time being.

Firing Order

In each segment, the First Player fires with all of his eligible vehicles, then the second player does the same. Firing is carried out one detachment at a time; the player chooses a detachment, and deals with the firing of all the vehicles in that detachment.

If a vehicle fails to fire in its appointed segment, it cannot fire at all this turn - no saving shots for later!

Once all the vehicles that can fire in a segment have done so, move on to the next segment.

Targeting

Before firing, the player must make sure that the nominated target is within range of the firing vehicle's weapons, and that is within the fire arc of the weapon mount being used.

Weapon ranges are given on the Weapons Table (note that there are separate Weapons Tables for vehicle and infantry targets), and fire arcs are given in the section on Weapon Locations earlier in the rulebook.

Where a vehicle's weapon mount holds more than one weapon, or a weapon has more than one barrel, all the weapons and barrels are fired at the same target. Only one target may be chosen for a single weapon mount, although different weapon mounts on the same vehicle may select different targets.

Obviously, if a vehicle can't bring any weapons to bear on a target, it can't fire at it! Three factors affect targeting: fire arc, range and line of sight.

Fire Arc

A weapon must be physically able to point at a target in order to fire on it. The fire arc diagrams in the section on Weapon Locations are used to determine whether a target is within a weapon's fire arc.

Range

Measure the range from the weapon to the target using the range ruler, and consult the Weapons Table to find out if the target is at short or long range for the weapon being used. This will affect the number required for a successful hit.

Line of Sight

If there is an obstacle between the vehicle and its target, it may not be able to fire. In order to fire on a target, a vehicle must be able to draw a line of sight (LOS) to it.

Line of sight is a straight line from any part of the weapon (not just the end of the barrel) on the attacking vehicle to any part of the target model. If the line crosses any building or other terrain, the LOS may be blocked.

Terrain will block the LOS if:

  1. It is taller than both vehicles.
  2. It is taller than one of the vehicles, and the smaller vehicle's base is touching the terrain.

Because LOS is drawn from individual weapons, the LOS may be blocked for some weapons but not for others. For example, if a Land Raider is firing round the corner of a building, it will not be able to use some of its weapons - the las-cannons nearest the walls will have LOS blocked, but the other pair of las-cannon will still be able to fire.

Cover

If the target is partially hidden from the attacker by terrain or another vehicle, then it is in cover. A vehicle counts as being in cover if the attacker is unable to draw a LOS to all parts of the target.

A vehicle which is actually touching a piece of terrain is said to be hull down. When a vehicle is hull down, it receives the benefit of cover from the terrain, but its targets do not.

When two hull-down vehicles face each other across a piece of terrain, both receive the benefit of cover against each other's fire.

Firing

Once a vehicle has chosen its targets, it can fire. Dice are rolled for each weapon in turn, and modifiers are applied as appropriate. The controlling player can decide the order in which a vehicle fires its weapons. One hit is scored for each dice that rolls the number required to hit or more. The number can be found by cross-referring the weapon and the range (short or long) on the relevant Weapons Table.

Firing Modifiers

The following factors will modify the roll to hit:

ModifierValue
Firer's Ordersfirst fire+1
charge-1
Target's Ordersfall back-1
Target is in cover-1
Target's Armour Rating+ AR

All modifiers are cumulative, so a vehicle with charge orders firing on an exposed target with fall back orders has two -1 modifiers, and must subtract -2 from all its rolls to hit.

Maximum To Hit

No matter what happens, a roll of 1 on the dice is always a miss. If you require a score of 7 or more to hit, roll to hit as normal. If you score a 6, you may have hit. Roll again (this second roll is never modified by anything), and consult the following chart.

Score Needed To Hit789+
Roll required4+5+6+

For example, a las-cannon is being fired at long range by a Land Raider with charge orders, against another Land Raider that is in cover. Normally a 6+ would be required to hit, but because of the -2 modifier (-1 for charge orders and -1 for cover, plus 0 for the target's AR) the attacker must roll an 8. Therefore, a roll of 6 followed by a 5 or 6 is needed to hit.

Multi-Barrelled Weapons

Some weapons have more than one barrel. These are indicated on the vehicle data card by a number (the number of barrels) at the end of the weapon location code. So, for example, the las-cannon (SwL2) on the Land Raider's data card is a twin-barrelled las-cannon.

When a multi-barrelled weapon is fired, one dice is rolled for each barrel. So the Land Raider player rolls two dice for the twin-barrelled las-cannon. If it had been a las-cannon (SwL4) he would roll four dice every time it fired, and so on.

Although a multi-barrelled weapon rolls more than one dice to hit, it is only a single weapon. This means that it can only fire at one target per turn. You can't fire one barrel at one target and the other at another target - you have to pick one target and give it the whole lot!

Following Fire

Some weapons have following fire. This means that the weapon fires a hail of shots, rather than just one. Weapons with following fire are marked (F) on the Weapons Table.

If a weapon with following fire scores a hit, the attacking player can roll to hit again - and again, and again, until a miss is rolled. This represents the enemy being caught in a swathe of fire.

Plasma Weapons

Heavy Plasma Guns have two entries on the Weapons Tables, one for sustained fire and one for maximal fire. Plasma weapons may only be fired on maximal if the firing vehicle has first fire orders; the vehicle must remain still while all power is diverted from the drive units to the plasma weapons.

Before a plasma weapon is fired, the controlling player must declare which fire mode is being used - sustained or maximal. All plasma weapons in a single location must be fired on the same setting.

Snap Fire

Vehicles with first fire orders may snap fire at any point in the movement phase instead of attacking in the combat phase. This represents the vehicle's crew being prepared for enemy movements - they can pick off a target with a snapshot even if it attempts to dodge from cover to cover.

A player may interrupt an opponent's move by yelling out "SNAP FIRE!" The opponent must stop moving at this point, only completing the move (if possible) once the attack has been resolved.

A vehicle making a snap fire attack may only fire on a single target. The normal +1 modifier to hit for the attacker's first fire orders is ignored. Having used snap fire, the vehicle may not fire in the combat phase, and should be marked with a snap fire counter as a reminder of this.

Damage

Each successful hit on a vehicle will cause damage. Work out the damage caused by each hit as soon as the hit has taken place.

Remember that combat is not simultaneous. Damage takes effect as soon as it has been inflicted. For example, if an attacker has first fire orders while the target has charge orders, the attacker will fire first; if the target is destroyed in the first fire segment, it cannot fire in the charge segment of the combat phase.

Damage Procedure

Consult the Weapons Tables and find the critical hit roll for the weapon which scored the hit. Roll a D6.

  • If the score is equal to the weapon's critical hit roll or more, the hit has scored critical damage. A vehicle that suffers critical damage is destroyed, and plays no further part in the game.
  • If the score is greater than 1, but less than the weapon's critical hit roll, the hit causes superficial damage. A vehicle that suffers superficial damage must make a saving throw (see below) to avoid being destroyed.
  • If the score is 1, the hit is deflected; it has ricocheted off the vehicle without damaging it.

Saving Throws

A vehicle that suffers superficial damage must make a saving throw to avoid being destroyed. Look up the vehicle's saving throw on its data card, and roll a D6.

  • If the score is equal to or greater than the saving throw number, the hit has no effect; it only caused very minor damage that will not affect the performance of the vehicle.
  • If the score is less than the saving throw number, the vehicle has been destroyed, and is removed from play.

Vehicle Targets Weapons Table

WeaponRange ShortRange LongTo Hit ShortTo Hit LongCritical Hit Roll
Light Weapons
Melta-Gun-12cm-5+6+
Plasma Gun (1, 2)-24cm-6+ (F)-
Heavy Weapons
Las-Cannon30cm60cm4+6+4+
Missile Launcher36cm72cm5+6+5+
Heavy Plasma Gun (2) - Sustained20cm-6+ (F)-6+
Heavy Plasma Gun (2) - Maximal36cm72cm4+6+5+

Notes

  1. Instead of making a normal critical hit roll, roll 1D6: 1-2 = Deflected, 3-6 = Superficial damage.
  2. May only fire if attacker has first fire orders. Ignore normal +1 modifier to hit for first fire orders.

Vehicle Hit Modifiers

ModifierValue
Target in cover-1
Target has fall back orders-1
Target's armour rating+ AR
Attacker has first fire orders+1
Attacker has charge orders-1

The Weapons Tables

There are two weapons tables in this game, one for use with vehicle targets and one for use with infantry targets. The Infantry Targets Weapons Table is presented later; for now, we'll concentrate on vehicles.

The weapons tables contain the following information about each weapon:

Range: The short and long ranges for the weapon.

Roll To Hit: This is the base number the player needs to equal or beat on a D6 to score a hit. If this number is followed by (F) the weapon has following fire, and if it is followed by (B) the weapon has a burst circle.

Critical Hit Roll: This is the number that the player must equal or beat on a D6 to score a critical hit.

NOTE: The Vehicle Targets Weapons Table includes entries for weapons that you will not find on any of the vehicle data cards. These weapons are used by infantry, and are dealt with later in the rules.

End Phase

The most important thing that happens in the end phase is that the First Player hands the First Player Marker to his opponent, who becomes the First Player for the next turn.

Both players remove the turn's order counters from the table, ready for next turn's order phase.

In addition, the end phase may be used for any book-keeping and clearing up that needs doing.

Ending the Game

The game ends when:

A. One player has no operational vehicles left on the table: A vehicle is operational as long as it has not been destroyed. When only one player has operational vehicles left on the table - the game is over. Players may move their vehicles off the table; a vehicle which has left the table may not return to play later on.

B. One player concedes defeat: At any time during the game, a player may decide that he can't possibly win, and concede the game to his opponent.

C. One player achieves his Victory Conditions: Some scenarios have Victory Conditions other than simply wiping out the other side. For example, you may need to get your vehicles safely across the table through an enemy ambush, or prevent the enemy making it to a point which you are defending. If you are playing a scenario which has a particular objective, then the game ends when one player has achieved his objective. The notes on the scenario will tell you how to handle this.

Vehicle Scenarios

What is a Scenario?

In games like chess, the playing pieces are always set up in the same way, and a player always has the same objectives to fulfil in order to win the game. This isn't the case with Space Marine, just as it isn't the case with combat in the real world. Instead, the forces a player will have at his command, and the objective he must achieve, are decided by the scenario which is being played.

This section contains five scenarios for vehicle vs vehicle combats. A scenario is basically a parcel of information, telling you everything you need to know in order to play a game. Each of the game scenarios gives you the following information:

Imperial Player: The forces under the command of the Imperial Player.

Rebel Player: The forces under the command of the Rebel Player.

Special Rules: Sometimes a scenario will have special rules that apply throughout the game.

Victory Conditions: Each scenario has its own Victory Conditions, telling each player what he must do to win the game.

Also, each scenario has a few notes on its historical background, and the great battles of the Horus Heresy from which it is drawn.

For your first game, you will be playing scenario 1 - Engage & Destroy. Both players should roll a dice, and the player with the higher score may decide to be the Rebel or Imperial Player. After you've played Engage & Destroy a couple of times, and feel you've got used to the rules, feel free to choose any of the other scenarios.

Scenario 1: Engage & Destroy

A force of Imperial Land Raiders has been ordered to cover the flank of the main army, when they encounter an identical force of Rebel Land Raiders. It's a straight battle - to the death.

  • Imperial Player: 6 Land Raiders, in 3 detachments of 2 vehicles each.
  • Rebel Player: 6 Land Raiders, in 3 detachments of 2 vehicles each.
  • Victory Conditions: The last player to have an operational Land Raider on the table is the winner.

Scenario 2: Convoy

A detachment of Imperial Land Raiders has been ordered to escort a detachment of Rhinos carrying vital supplies. On the way, they are intercepted by a force of Rebel Land Raiders.

  • Imperial Player: 4 Land Raiders, in 2 detachments of 2 vehicles each. 4 Rhinos, in a single detachment.
  • Rebel Player: 6 Land Raiders, in 3 detachments of 2 vehicles each.
  • Special Rules: The Rebel player may not use a Land Raider to attack a Rhino if it could attack an Imperial Land Raider instead.
  • Victory Conditions: The Imperial player must get two or more of the Rhinos off the table at the Rebel player's table edge in order to win. The Rebel player must wipe out the entire Imperial force to win. Any other result is a draw.

Scenario 3: Spoiling Attack

Imperial Land Raiders attack the Rebel front line with the aim of inflicting casualties and withdrawing once Rebel reinforcements arrive.

  • Imperial Player: 4 Land Raiders, in 2 detachments of 2 vehicles each. 8 Whirlwinds, in 2 detachments of 4 vehicles each.
  • Rebel Player: Initial Force: 4 Land Raiders, in 2 detachments of 2 vehicles each. Reinforcements (see Special Rules): 4 Land Raiders, in 2 detachments of 2 vehicles each.
  • Special Rules: The Imperial player is the First Player in the first turn of the game. The Rebel player may set up his initial force up to 30cm in from his edge of the table. The Rebel player rolls a D6 in the end phase of each turn to see if his reinforcements arrive. On the first turn they arrive on a roll of 1, on the second turn they arrive on a roll of 1 or 2, and so on. The reinforcements may enter anywhere along the Rebel player's table edge.
  • Victory Conditions: Each player receives a number of victory points equal to the battle rating of any enemy vehicles that are destroyed. The Imperial player must beat the Rebel player's victory point total by 250 points or more in order to win. The Rebel player must beat the Imperial player's total to win. Any other result is a draw.

Scenario 4: The Trap

An Imperial force of Land Raiders and Rhinos falls into a deadly ambush.

  • Imperial Player: 6 Land Raiders, in 3 detachments of 2 vehicles each. 8 Whirlwinds, in 2 detachments of 4 vehicles each.
  • Rebel Player: 6 Land Raiders, in 3 detachments of 2 vehicles each.
  • Special Rules: The Rebel player sets up all the scenery. He nominates a point on the table, and the Imperial player must set up all of his vehicles within 12cm of that point. The Rebel player then sets up anywhere on the table, but at least 36cm away from any of the Imperial player's vehicles. The Imperial player must give all of his detachments advance orders for the first turn. The Rebel player is always the First Player in the first turn of the game.
  • Victory Conditions: Both players receive a number of victory points equal to the battle rating of any enemy vehicles that are destroyed. At the end of the game, the player with the highest victory points total is the winner.

Scenario 5: All Out War

This is a larger version of Engage & Destroy, using every model supplied with the game!

  • Imperial Player: 8 Land Raiders, in 4 detachments of 2 vehicles each. 16 Whirlwinds, in 2 detachments of 4 vehicles each.
  • Rebel Player: 8 Land Raiders, in 4 detachments of 2 vehicles each. 16 Whirlwinds, in 4 detachments of 4 vehicles each.
  • Special Rules: Each player may only set up one detachment at the start of the game. In the end phase of the turn, each player may enter one more detachment. Reinforcement detachments must be set up within 12cm of the player's table edge.
  • Victory Conditions: The last player to have an operational vehicle on the table is the winner.

Reference Section

This section includes all the charts and tables from the game, presented together for ease of reference.

Turn Sequence

This chart shows the unified turn sequence for Adeptus Titanicus and Space Marine. Entries in italic refer to Adeptus Titanicus only, and should be ignored in games which do not involve Titans.

Order Phase

Players give orders to all Titans, all vehicle detachments and all infantry detachments.

Movement Phase

  • Fall Back Segment: First Player moves all vehicle and infantry detachments with fall back orders. Second Player moves all vehicle and infantry detachments with fall back orders.
  • Charge Segment: Players take turns to move all Titans with charge orders. First Player moves all vehicle and infantry detachments with charge orders. Second Player moves all vehicle and infantry detachments with charge orders.
  • Advance Segment: Players take turns to move all Titans with advance orders. First Player moves all vehicle and infantry detachments with advance orders. Second Player moves all vehicle and infantry detachments with advance orders.
  • First Fire Segment: Players take turns to turn in place all Titans with first fire orders.

Repair Phase - As in Adeptus Titanicus rules. Does not apply to vehicles or infantry.

Combat Phase

  • First Fire Segment: Players take turns to fire all Titans with first fire orders. First Player fires all vehicle and infantry detachments with first fire orders. Second Player fires all vehicle and infantry detachments with first fire orders.
  • Advance Segment: Players take turns to fire all Titans with advance orders. First Player fires all vehicle and infantry detachments with advance orders. Second Player fires all vehicle and infantry detachments with advance orders.
  • Charge Segment: Players take turns to fire all Titans with charge orders. First Player fires all vehicle and infantry detachments with charge orders. Second Player fires all vehicle and infantry detachments with charge orders.
  • Close Combat Segment: Close combats between Titans are resolved. Close combats involving vehicles and/or infantry are resolved.

End Phase

The First Player marker changes hands, and a new turn begins.

Infantry Orders Table

OrdersMove RateWeapon Use
First fireNo moveAny weapons
Advance8cmBasic weapons and light support weapons only (1)
Charge16cm (2)Basic weapons only
Fall Back16cm (2)May not attack

Notes

  1. Support weapons fall into two categories, light and heavy, as shown on the Infantry Targets Weapons Table.
  2. Infantry equipped with jump packs may move 30cm under these orders.
  3. Infantry may make any number of turns during movement.
  4. Infantry embarked on vehicles follow the movement rules for the vehicles. The infantry may disembark at any point in the vehicle's movement, and may then move as infantry in the same movement phase.
  5. Infantry may only move into close combat with charge orders.
  6. Infantry may enter an unoccupied building if it is in base contact with the building at the start of the movement phase.

Vehicle Weapon Location Codes

LocationCodeFire Arc
TurretTt360°
Swivel Mount - left sideSwL180°
Swivel Mount - right sideSwR180°
Swivel Mount - frontSwF180°
Swivel Mount - backSwB180°
Fixed Mount - frontFxF90°
Fixed Mount - backFxB90°

Weapons Tables

These tables unify all the weapons tables in this game, and the weapon table from Adeptus Titanicus.

Vehicle and Titan Targets Weapons Table

Weapon (3)Range ShortRange LongTo Hit ShortTo Hit LongCritical Hit Roll
Light Weapons
Melta-gun-12cm-5+6+
Plasma-gun (1, 2)-24cm-6+ (F)-
Heavy Weapons
Auto-cannon36cm72cm5+6+6+
Las-cannon30cm60cm4+6+4+
Missile launcher36cm72cm5+6+5+
Multi-launcher36cm72cm4+ (B)6+ (B)5+
Multi-melta12cm24cm5+6+3+
Heavy plasma gun (2) - Sustained20cm-6+ (F)-6+
Heavy plasma gun (2) - Maximal36cm72cm4+6+5+
Very Heavy Weapons
Defence laser72cm-3+ (B)-2+
Macro-cannon72cm-3+ (B)-3+
Plasma cannon - Sustained20cm-4+ (F)-6+
Plasma cannon - Maximal36cm72cm3+ (B)6+ (B)3+

Notes

  1. Roll 1D6: 1-2 = Deflected, 3-6 = Superficial damage.
  2. May only fire if attacker has first fire orders. Ignore normal +1 modifier to hit for first fire orders.
  3. Note that the Basic Weapons used by infantry do not affect Titans or vehicles, nor do heavy bolters or vehicle mounted bolters.

Infantry Targets Weapons Table

WeaponRange ShortRange LongTo Hit ShortTo Hit LongSaving Throw Modifier
Basic Weapons (1)
Bolt pistols-8cm-4+-1
Bolters12cm24cm4+5+-1
Light Weapons
Vehicle mounted bolters-24cm-6+0
Melta-gun-12cm-6+-1
Plasma gun (2, 3)8cm24cm4+5+-1
Heavy Weapons
Auto-cannon-72cm-5+-1
Heavy bolter20cm40cm4+6+-1
Las-cannon-60cm-6+-1
Missile launcher - Frag missile-72cm-5+0
Missile launcher - Plasma missile-72cm-5+-1
Heavy plasma gun (2, 3) - Sustained20cm40cm4+6+-1
Heavy plasma gun (2, 3) - Maximal-72cm-5+-1
Multi-launcher72cm-5+ (B)--1
Multi-melta12cm24cm4+5+-1
Very Heavy Weapons
Defence laser72cm-

Notes

  1. Infantry units with charge orders may not use ranged weapons.
  2. May only fire if attacker has first fire orders. Ignore normal modifier to hit for first fire orders.
  3. Note that the plasma gun referred to in the Adeptus Titanicus rules is the heavy plasma gun.

Firing Modifiers

Vehicle Target Firing Modifiers

ModifierValue
Target in cover-1
Target has fall back orders-1
Target's armour rating+ AR
Attacker has first fire orders (1)+1
Attacker has charge orders-1

Infantry Target Firing Modifiers

ModifierValue
Attacker has charge orders-1
Target has fall back orders-1
Target is in soft cover (2)-1
Target is in hard cover (3)-2

Notes

  1. The attacker does not receive a +1 modifier for first fire orders when attacking an infantry stand.
  2. Infantry stands in the open with first fire orders count as being in soft cover.
  3. Infantry stands inside buildings count as being in hard cover.

Firing Procedure

Note that a vehicle or infantry stand may only fire in the segment indicated by its orders for the turn.

  1. Check that the target is within: a) line of sight from the firer, b) fire arc of weapon(s) being used, c) range of weapon(s) being used.
  2. Measure range - check against appropriate Weapons Table to find roll required to hit.
  3. Check Firing Modifiers Table and adjust roll required to hit as appropriate. If the final required number is more than 6, consult the Maximum to Hit table.
  4. Roll dice to hit - one dice for each barrel in the case of multi-barrelled weapons.
  5. Discard dice which roll less than the required number to hit. 6a. If the target is an infantry stand, consult the appropriate data card to find the saving throw number. Reroll all dice which hit; if any rolls less than the saving throw number, the stand is destroyed and removed from the table. 6b. If the target is a vehicle, consult the Vehicle Target Weapons Table to find critical hit roll. Reroll all dice which hit. If any dice rolls equal to or greater than the critical hit roll for the weapon and range, the vehicle is destroyed and removed from the table. If no dice rolls a critical hit, consult the vehicle's data card to find the saving throw number. Discard all dice which rolled 1, and reroll the rest. If any dice rolls less than the saving throw number, the vehicle is destroyed and removed from the table.

Special cases: note that there are special rules relating to weapons with burst circles - marked (B) on the Weapons Tables - weapons with following fire capability - marked (F) on the Weapons Tables - and plasma weapons. Consult the full rules when using such weapons.

Maximum To Hit

Score Needed To Hit789+
Roll required is 6 followed by4+5+6+

Morale Table

Roll D6 in the order phase for any infantry detachment without a commander.

Modified Dice RollResultPermitted Orders
6 or morePassAny
2-5Pinnedfall back or no orders (1)
1 or lessfall backfall back, rout test (2)

Morale Modifiers

ModifierValue
Detachment (all stands) in hard cover+1
Detachment 2 or less remaining stands-2
Detachment given fall back orders last turn-1

Notes

  1. Detachments with no orders may not move, and fire in the advance segment of the combat phase.
  2. The player must roll 1D6 for each stand in the detachment. On a roll of 1 or 2 the stand routs, and must be removed from play.

Close Combat (Reference)

Moving into close combat: Infantry may only move into base contact with enemy infantry or vehicles if they have charge orders for that turn.

Firing at attackers: If an infantry stand has first fire orders, it may fire during the movement phase at any infantry stand which is moving into close combat with it. This is the only firing that the infantry stand may carry out in the turn.

Resolving close combat: This takes place in the close combat segment of the combat phase. Where a close combat is one-on-one, check the infantry data card to find the close assault factor (CAF) for the attacking stand. Roll one dice, add the CAF and add any appropriate modifiers from the Infantry vs Infantry section of the Close Assault Table. Repeat the process for the defenders. The stand with the lower final score has lost the close combat, and must make a saving throw to avoid destruction, just as in normal combat. In the case of a tie, both sides must make saving throws.

Vehicles in close combat: Vehicles in base contact with enemy infantry are assumed to be in close combat. Close combats are resolved as normal, except that a different set of modifiers is used. When rolling for vehicles, use the Vehicles vs Infantry section of the Close Assault Table; when rolling for the infantry, use the Infantry vs Vehicles section. Note that a vehicle data card has two CAF values; always use the second for resolving close combats with infantry.

Close Assault Table

Infantry vs Infantry

ModifierValue
Charge orders+1
Fall back orders-2
Attacking a unit in a building-2
Each secondary attacker+3

Infantry vs Vehicles

ModifierValue
Charge orders+1
Fall back orders-2
Each secondary attacker+3
Vehicle's armour rating+ AR

Vehicles vs Infantry

ModifierValue
Charge orders+1
First fire orders-2
Each secondary attacker+3

Rams and Overruns

During the movement phase, a vehicle may attempt to ram an enemy vehicle or Titan, or overrun an enemy infantry stand, by moving into base contact with it. A vehicle's movement always ends when it makes an attack; if it survives an overrun, it may carry on moving as normal.

Ramming vehicles: Both players roll a dice and add the AR of the opposing vehicle.

  • If one player wins by 3 or more, his opponent's vehicle is destroyed and his own vehicle is undamaged.
  • If one player wins by 1-2 points, his opponent's vehicle is destroyed and his own vehicle suffers superficial damage; it is destroyed if it fails a saving throw.
  • In the event of a tie, both vehicles suffer superficial damage, and must make saving throws as above.

Ramming Titans: Roll as for a normal ram attack, adding the modifiers from the Ram Modifiers - Vehicle vs Titan table. A vehicle ramming a Titan is always destroyed. Void shields are ignored, since the ram attack takes place inside them.

  • If the vehicle player wins by 3 or more, the Titan suffers critical damage to its legs.
  • If the vehicle player wins by 1-2 points, the Titan suffers superficial damage to its legs.
  • If the scores are tied or the Titan wins, the Titan suffers no damage.

Overrunning infantry: The vehicle player rolls 2D6 and adds the first of the two CAF numbers on the data card. The infantry player rolls 2D6 and adds the CAF for the stand which is being overrun. The player with the lower final score must make a saving throw or his unit is destroyed.

Ram Modifiers - Vehicle vs Titan

Titan's Dice RollValue
Vehicle's armour rating+ AR
Vehicle's Dice RollValue
Titan has a damaged reactor+1
Titan has charge orders-1

Titan Stomp Attacks

WeaponRoll To Hit
Stomp4+

Stomp Attack Hit Modifiers

ModifierValue
Target has first fire orders+1
Target has charge or fall back orders-1
Target's armour rating+ AR

Standard Detachments Table

Detachment TypeUnits No & TypeBattle Rating
Tactical Detachment4 Tactical Stands, 4 Support Stands, 2 Commanders500 points
Assault Detachment4 Assault Stands, 1 Commander300 points
Devastator Detachment4 Devastator Stands, 1 Commander460 points
Land Raider Detachment2 Land Raiders400 points
Rhino Detachment4 Rhinos180 points
Whirlwind Detachment4 Whirlwinds240 points

Fool or Hero? Table

2D6 RollResult
8 or moreSuccess
4-7Failure
3 or lessDisaster

Modifiers: Elite detachment +1.

Results are explained in the Heroic Actions section of the Advanced Game rules.

Barrage Table

TargetTo Hit RollCritical Hit RollSaving Throw Modifier
Light Barrage - Battle Rating 100 points
Vehicles and TitansNo effect--
Infantry5+-0
Medium Barrage - Battle Rating 200 points
Vehicles and Titans6+5+-
Infantry5+--1
Heavy Barrage - Battle Rating 300 points
Vehicles and Titans3+3+-
Infantry4+--2

Infantry Rules

Infantry are the basic building block of an army. They can move into areas that are impassable to vehicles or Titans and, in the right circumstances, they are capable of defeating Land Raiders and even the mighty Titans themselves.

In Space Marine, infantry are organised into stands. Each stand represents a group of 5 Marines, trained to move and fight as a team.

Each member of an infantry stand is armed with a basic weapon - a bolter in the case of most Marine stands - and in addition, a stand may have one or more support weapons to provide extra firepower, such as a missile launcher or heavy bolter.

Types of Infantry Stand

Infantry stands are split into four types: Tactical, Support, Assault and Devastator Stands.

Each type of Space Marine infantry stand has its own infantry data card, with all the relevant information about weapons, effectiveness in combat, armour and so forth presented in an easy-to-use format.

Tactical and Support Stands are the most widely used Space Marine infantry units, with standard Marine issue weapons and equipment. In most combat situations, a Space Marine infantry force will be composed of equal numbers of Tactical and Support Stands, providing an ideal mix of light and heavy firepower.

Assault Stands are units of Space Marines who are specially trained and equipped for close combat and storming defended positions such as enemy bunkers, gun emplacements and buildings. Their bolters are replaced with bolt pistols and other close combat weapons, making them less effective in a fire-fight than a Tactical Stand, but ideally suited to close assaults.

Devastator Stands are the other type of specialist Space Marine infantry units. They put the emphasis on heavy firepower rather than close-combat effectiveness. With additional heavy weapons, they specialise in picking off armoured vehicles and pounding enemy positions from a distance.

Infantry Data Cards

Each type of unit has an infantry data card carrying the following information.

Name: The name and type of the stand.

Basic Weapons: The basic weapons carried by the stand.

Support Weapons: The number and type of support weapons carried by the stand.

Close Assault Factor (CAF): This number represents the stand's effectiveness in close assault against other stands or vehicles. The higher the number the better.

Saving Throw: This represents how well-armoured the stand is. The lower the number, the better. If a stand must make a saving throw, you must roll this number or more on a D6.

Battle Rating (BR): This number represents the stand's effectiveness in battle. The higher the BR, the deadlier the infantry stand. Battle ratings are used in some scenarios, where players are given a certain number of points to spend and are allowed to pick their own forces. The BR is the stand's 'points cost' in these circumstances.

Notes: Any special rules that apply to the stand.

Infantry Detachments

Infantry stands must be organised into detachments in the same manner as vehicles. All of the stands in a detachment must be of the same type, and a detachment may not include both infantry and vehicles (though a detachment of infantry may, of course, be embarked on vehicles that are part of a separate detachment).

Like vehicle detachments, infantry detachments must remain within 6cm of each other, with no gaps of more than 6cm. If the detachment is split by more than 6cm it must be given advance orders next turn, and must move back into an acceptable formation as soon as possible.

Standard infantry detachments are listed in the scenarios and in the section on Designing Your Own Forces in The Advanced Game.

Detachment Commanders

An infantry detachment is always led by a commander, who is vital for its effective control. The scenarios and army lists state how many commanders each detachment has.

Each commander must be attached to a stand in the detachment, and must remain with that stand throughout the game. Only one commander may be attached to a stand, but a detachment may have more than one commander. When an infantry stand is destroyed, an attached commander is also killed.

To indicate that an infantry stand has an attached commander, the stand is marked with one of the plastic banners.

If an infantry detachment does not have a commander, it must make a morale test (see below) at the start of each order phase.

A stand with an attached commander has its close assault factor increased by +1.

Morale Tests

At the start of the order phase, any infantry detachment without a commander must make a morale test.

The player rolls a D6, adding any morale modifiers to the score, and consults the Morale Table below.

Morale Table

Modified Dice RollResultPermitted Orders
6 or morePassAny
2-5PinnedFall back or no orders (1)
1 or lessFall backFall back, rout test (2)

Notes

  1. Detachments with no orders may not move, and fire in the advance segment of the combat phase.
  2. The player must roll a D6 for each stand in the detachment. On a roll of 1 or 2 the stand routs, and must be removed from play.

Morale Modifiers

ModifierValue
Detachments (all stands) in hard cover+1
Detachment has 2 or less remaining stands-2
Detachment given fall back orders last turn-1

Disbanding

If an infantry detachment finds itself out of formation, you may choose to disband part of the detachment rather than giving the whole detachment advance orders to bring one stand back into formation.

Disbanding represents the infantrymen scattering and retreating to a rallying point off the battlefield, making the maximum use of smoke and cover as they move. They are concentrating on making it to the rallying point, and play no further part in the battle. An infantry stand that is disbanded is treated as destroyed, and removed from play immediately. You may disband stands at any time in the turn sequence, removing the relevant stands straight away.

Although it destroys the stands, you may wish to disband part of an infantry detachment to avoid the detrimental effects created by formation restrictions. For example, if you don't want to give a detachment advance orders just to reform a single stand, the separated stand could be disbanded instead. Perhaps a couple of stands may have survived the destruction of a vehicle, while the rest of their detachment is still safely embarked and moving on. To maintain formation, all the vehicles would be reduced to moving at the same speed as the disembarked infantry stands. Disbanding the two stands on foot allows the rest of the detachment to continue moving at full speed.

Infantry Order Phase

Infantry detachments are affected by orders in the same way as vehicle detachments. Orders are given to whole detachments, not to individual stands. The orders that are given to an infantry detachment affect how far it can move and which weapons it may fire, as shown on the Infantry Orders Table below.

In addition, infantry detachments with first fire orders count as being in soft cover when in open terrain, as it is assumed that they will be lying down and making use of any cover that is available.

Infantry Orders Table

OrdersMove RateWeapon Use
First FireNo moveAny weapons
Advance8cmBasic Weapons and Light Support Weapons only (1)
Charge16cm (2)Basic Weapons only
Fall Back16cm (2)May not attack

Notes

  1. Support weapons fall into two categories, light and heavy, as shown on the Infantry Targets Weapons Table.
  2. Assault stands are equipped with jump packs and may move up to 30cm under these orders.

Infantry Movement Phase

In the same way as a vehicle, infantry stands have two different movement rates: advance or charge. The distance that an infantry stand can move depends on what orders it was given for the turn, as shown above. Infantry may move in any direction or combination of directions during their move - unlike vehicles, they don't have to worry about making turns or which way they are facing.

Close Combat

When an infantry stand is in base-to-base contact with enemy infantry, it is considered to be engaged in close combat. Full rules for close combat are given in the section on The Combat Phase.

An infantry stand may only move into base-to-base contact with an enemy stand if it has charge orders. An infantry stand that is already in base-to-base contact with an enemy stand may only move away if it has fall back orders.

Jump Packs

Worn by Assault Stands to carry them quickly into combat, jump packs allow Marines to make a series of short powered jumps during their move. If an Assault Detachment is given charge or fall back orders, it may move up to 30cm instead of the usual 16cm. Jump packs don't allow true flight and, although stands can move over other infantry or vehicles, they cannot fly over Titans or buildings.

Carrying Infantry in Vehicles

The data cards for some vehicles state that they may carry infantry. The processes of getting infantry stands on and off vehicles are known as embarking and disembarking respectively.

To embark, a stand must have advance or fall back orders, and the vehicle must have first fire orders. As long as the stand can reach the vehicle, they may embark. Embarked stands are removed from the table, and the player makes a note of which vehicle they are in. In following turns, the vehicle moves and fights normally, taking the infantry with it until the infantry disembarks.

An infantry stand with advance or charge orders may disembark from a vehicle which has advance or first fire orders. If the vehicle has advance orders, the stand may disembark at any point during the vehicle's move, and then move normally itself. When a stand disembarks it must be placed next to the vehicle it is leaving. The stand may not fire on the turn in which it disembarks, but it may take part in close combat if it has charge orders. A stand with advance orders may not disembark into contact with enemy stands.

Note that embarked stands and the vehicles that are carrying them must still obey the rules for detachment formations. If a detachment of infantry is embarked on vehicles from more than one vehicle detachment, the vehicles carrying the infantry must observe the formation rules both for the infantry and for their own detachments.

Buildings

Infantry are capable of entering buildings and moving about inside them. This is often a good tactic, as the building will provide plenty of hard cover for anyone inside. On the other hand, a lot of the weapons on the battlefield are quite capable of destroying buildings, which can be very bad news for any infantry inside the building at the time.

Moving into Buildings

An infantry stand can enter a building if it is in base contact with it at the start of the movement phase, provided that no enemy infantry are inside the building. If the building is occupied by enemy troops, a series of close combats must be fought before the building can be 'liberated' - all this is explained in the section on The Combat Phase. Infantry stands may not enter a building which is occupied by enemy infantry, and may only move into base-to-base contact with the building if they have charge orders - just like entering any other close combat situation.

Show that a stand has entered a building by placing it on the roof, at any point not already occupied by another stand. A maximum of four infantry stands may be placed on a T-shaped building and a maximum of five stands may be placed on a cross-shaped building.

An infantry stand inside a building which has advance or charge orders may move to any area on the roof during the movement phase, or may leave the building. Stands with fall back orders must leave a building if they are in one.

Stands leave buildings during the movement phase. Place the stand at any point beside the building that is not occupied by an enemy stand, and then move it normally.

Command Control in Buildings

Infantry stands within the same building always count as being within 6cm of each other with regards to detachment formations. A stand that is within 6cm of a building, or is in another building that is within 6cm, counts as being within 6cm of any stands inside the building.

Rubble

When a building is destroyed (see The Combat Phase), a rubble counter is placed on the roof to indicate that the building has been reduced to a smoking ruin. Vehicles may not enter rubble, and infantry move through a ruin at half their normal move rate. Any infantry stand in rubble counts as being in hard cover.

Attacks in the Movement Phase

When a battle involves both infantry and vehicles, there is an additional kind of attack which can be made in the movement phase.

Vehicle Overruns

During their movement, vehicles may overrun infantry stands which are in the open. The vehicle must have charge orders, and must move into base-to-base contact with the infantry stand it wishes to overrun.

The player controlling the vehicle rolls 2D6 and adds the vehicle's overrun value (the first number given on the data card for close assault factor). The player controlling the infantry rolls 2D6 and add the infantry's CAF. The player with the lower score must make a saving throw; if the saving throw is failed, the unit is destroyed. Vehicles that are not destroyed may carry on moving after an overrun if the player wishes.

Infantry Combat Phase

In the combat phase, infantry behaves in much the same way as vehicles. The rules in this section cover the exceptions to the combat rules for vehicles.

Targeting

Fire Arc for Infantry Stands

An infantry stand has a 360° arc of fire with all of its weapons.

Number of Targets

In the combat phase, an infantry stand may make one attack with all of its basic weapons, and one attack with each of its support weapons.

Most weapons are capable of attacking both infantry and vehicles. A weapon may be used to attack one or the other, not both, in the same turn. For example, a Land Raider has a Rhino and an infantry stand in the arc of fire of its left hand las-cannon. It may either attack the vehicle or the infantry, not both.

Some weapons, such as bolters, are only effective against infantry. These weapons may not be used against non-infantry targets.

Targeting Infantry Stands

Fire against infantry stands must always be directed at the closest stand which is in the LOS and fire arc of the firer. If two or more targets are at the same range, the attacker may choose which is attacked. Burst circles must be placed so that the closest target is one of those attacked, but otherwise can be placed freely so that as many units as possible are under the burst circle.

Buildings

Infantry stands that are in a building may not trace a LOS through a wall that they are not touching. Similarly, they cannot have a LOS drawn to them if the attacking stand must trace the LOS through a wall that the stand is not touching.

At the start of the combat phase, a player may declare that any stand in a building is hiding. A stand that is hiding cannot see out of the building, and cannot be seen, even if the LOS is drawn through a wall that the stand is touching. Stands that are hiding may be attacked in close combat, which is covered later on.

Infantry Targets Weapons Table

WeaponRange ShortRange LongTo Hit ShortTo Hit LongSaving Throw Modifier
Basic Weapons
Bolt Pistols-8cm-4+-1
Bolters12cm24cm4+5+-1
Light Support Weapons
Vehicle Mounted Bolters-24cm-6+0
Melta-Gun-12cm-6+-1
Plasma Gun (1)8cm24cm4+5+-1
Heavy Support Weapons
Auto-Cannon-72cm-5+-1
Heavy Bolter20cm40cm4+6+-1
Las-Cannon-60cm-6+-1
Missile Launcher - Frag Missile-72cm-5+0
Missile Launcher - Plasma Missile-72cm-5+-1
Heavy Plasma Gun (1) - Sustained20cm40cm4+6+-1
Heavy Plasma Gun (1) - Maximal-72cm-5+-1

Notes

Infantry units with charge orders may only attack in close combat.

  1. May only fire if attacker has first fire orders; the firer does not receive the normal +1 modifier to hit.

Infantry Hit Modifiers

ModifierValue
Attacker has charge orders-1
Target has fall back orders-1
Target is in soft cover-1
Target is in hard cover-2

Notes

  • The attacker does not receive a +1 modifier for first fire orders when attacking an infantry stand.
  • Infantry stands in the open with first fire orders count as being in soft cover.
  • Infantry stands inside buildings or in rubble count as being in hard cover.

Firing

Use the Infantry Targets Weapons Table when attacking infantry stands. A roll to hit is made for each weapon, as normal. Note that the basic weapons of an infantry stand count as a single weapon, and a single roll to hit is made regardless of the number of Marines firing.

Damage

Attacks by infantry on vehicles are handled in the normal way. Attacks on infantry stands (by any firer) are handled a little differently.

If a hit is scored, the target must make a saving throw - no critical damage roll is required. If the saving throw is failed the stand is destroyed and removed from the table.

The Saving Throw

To make a saving throw, the target player must roll a D6, adding the saving throw modifier from the Infantry Targets Weapons Table. If the result is equal to or greater than the saving throw number shown on the target stand's data card, the saving throw is successful and the stand is unharmed. Otherwise, the saving throw is failed and the stand is destroyed.

Note that saving throw modifiers on the Infantry Targets Weapons Table only apply to infantry saving throws - for vehicle targets always use the saving throw modifiers on the Vehicle Targets Weapons Table.

Casualties to Embarked Infantry

If a vehicle suffers critical damage, any infantry stands it is carrying are destroyed. If a vehicle fails a saving throw and is destroyed, any stands it is carrying must make a saving throw to survive. If they do, place them beside the wrecked vehicle. Stands that survive the destruction of a transporting vehicle may not do anything else for the remainder of the turn.

Damaging Buildings

Attacks against buildings are treated as attacks against vehicles, and the Vehicle Targets Weapons Table is used. A weapon may be used either to attack a stand in a building or to attack the building itself, not both. All attacks against buildings receive a +1 modifier to hit.

Only critical damage can affect a building. Keep a close track of the number of critical hits a building has received with the building damage counters. Place one building damage counter on the building for each critical hit the building takes. A building becomes unstable once it has taken three critical hits.

In the end phase of each turn, roll a D6 for each unstable building, adding +1 to the score for each additional critical hit taken since the building became unstable. For example, if a building which holds 3 stands suffers 4 critical hits, it adds +1 to the roll. On a modified result of 6 or more, the building will collapse. All infantry stands in a building that collapses are automatically destroyed, and the building becomes a smoking pile of rubble. Place a rubble counter on the roof of the building, or just beside it. Vehicles may not enter rubble, and infantry move through a ruin at half their normal move rate. Any infantry stand in rubble counts as being in hard cover.

Close Combat

Infantry stands that are in base-to-base contact with enemy units at the start of the combat phase are said to be in close combat. Stands with first fire orders are allowed to fire in the first fire segment of the combat phase, but may only attack the units which have engaged them in close combat. Close combat is then conducted normally in the close combat segment of the combat phase.

Stands with any other orders may not fire while engaged in close combat, and a stand which is already engaged in close combat may not be given first fire orders.

Stands that are engaged in close combat must fight in the close combat segment. Close combats are resolved as a number of close assaults, each of which is decided by a separate close assault roll.

To resolve each close assault, both players roll 2D6 and add their stand's close assault factor plus any tactical factors from the Infantry vs Infantry section of the Close Assault Table. The player with the lower score must make a successful saving throw to avoid his stand being eliminated. In the case of a tie, both stands make saving throws.

Multiple Combats

Two or more stands may gang up to attack one enemy unit, as long as all enemy units are attacked by at least one stand. The First Player is allowed to decide which stand will attack which enemy unit if there is any dispute.

The player who has the most stands in the close assault chooses one as the primary attacker; the others are secondary attackers. A single dice roll is made, with any modifiers based on the primary attacker; +3 is added for each secondary attacker. If the side with more stands loses, only the primary attacker has to make a saving throw.

To resolve each close assault, both players roll 2D6 and add their stand's close assault factor plus any tactical factors from the Infantry vs Infantry section of the Close Assault Table. The player with the lower score must make a successful saving throw to avoid his stand being eliminated. In the case of a tie, both stands must make saving throws.

Vehicles in Close Combat

Vehicles that are in base-to-base contact with enemy infantry stands are assumed to be engaged in close combat.

Vehicles are not engaged in close combat by enemy vehicles; instead both vehicles may attack with ranged weapons using the normal rules.

Close assaults between vehicles and infantry are resolved as for infantry vs infantry close assaults, except that the infantry add the factors from the Infantry vs Vehicle section of the Close Assault Table to their dice roll, while the vehicle uses the factors from the Vehicle vs Infantry section of the Close Assault Table.

Note that vehicles use the second CAF number on their data cards to resolve close assaults in the combat phase.

Close Assault Table

Infantry vs Infantry:

ModifierValue
Charge orders+1
Fall back orders-2
Attacking a unit in a building-2
Each secondary attacker+3

Infantry vs Vehicles:

ModifierValue
Charge orders+1
Fall back orders-2
Each secondary attacker+3
Vehicle's armour rating+ AR

Vehicles vs Infantry:

ModifierValue
Charge orders+1
First fire orders-2
Each secondary attacker+3

Close Combat in Buildings

Infantry stands with charge orders can attack enemy stands in a building if the player states this intention in the movement phase.

The attacking stands must finish their move touching the building in order to attack the stands inside. Do not move the attacking stands into the building. Defending stands with first fire orders may attack any attacking stands with ranged weapons, subject to normal targeting and firing rules.

To resolve the close combat, place all of the defending stands from the building in a row, on any convenient spot. The attacker must now place his stands in a row beside the defenders. If one side has more stands than the other, spare stands may be used to make multiple combats.

Each close assault is dealt with as normal, except that all attacking stands suffer a -2 tactical modifier. When the defending stands are all destroyed, the surviving attacking stands may be moved into the building.

Stands which are assaulting a building count as being in hard cover if they are attacked by ranged weapons in subsequent turns, and will be destroyed if the building collapses. Although the stands have been moved outside to resolve the combat, the troops they represent are still actually inside, with all the benefits and hazards that brings.

Infantry Scenarios

One new scenario, Cityfight, is presented here, as well as additions to allow you to include infantry in the standard scenarios presented earlier. We recommend that you play Cityfight first, to get used to the rules for infantry stands, buildings and close assaults.

Cityfight!

At the heart of the city, in no-man's-land, stands a vital power transmission centre. Whoever can capture and hold this building wins control of the city.

  • Imperial Player: 1 Tactical Detachment, 1 Devastator Detachment and 1 Assault Detachment.
  • Rebel Player: 1 Tactical Detachment, 1 Devastator Detachment and 1 Assault Detachment.
  • Special Rules: Place a building in the centre of the table - this is the power transmission centre. Each player then takes it in turn to place a building on the board. Buildings must be placed within 6cm of an already-placed building. The First Player may set up his forces in any buildings that are closer to his edge of the table than his opponent's. The second player then does likewise. Neither player may set up in the power transmission centre. The power transmission centre will never collapse due to damage.
  • Victory Conditions: To win the game, a player must have one or more stands in the power transmission centre for one complete turn, with no enemy stands in contact with the building at the end of the turn.

Standard Scenario Additions

Note: Unless stated otherwise, the Victory Conditions for the standard scenarios are unchanged.

Engage & Destroy: Add one Rhino Detachment and one Tactical Detachment to each side. The last player to have any operational vehicle or infantry stand in play is the winner.

Convoy: Each side receives one Devastator Detachment. The Imperial Detachment starts embarked on two of the Rhinos (2 Stands per Rhino), and the Rebel Detachment starts in any building within 30cm of the Rebel player's table edge.

The Spoiling Attack: The Imperial player begins the game with two Assault Detachments, embarked on any of the Whirlwinds (2 stands per Rhino). The Rebel player receives one Devastator Detachment which may be set up at the start of the game, and one Assault Detachment with his reinforcements.

The Trap: The Imperial player receives two Tactical Detachments, which start the game embarked on the Whirlwinds. The Rebel player receives two Devastator Detachments that start the game in any building that is at least 36cm from any Imperial vehicle.

All Out War: Both sides receive two Tactical Detachments, two Devastator Detachments and two Assault Detachments. These detachments enter play embarked on the Whirlwind Detachments, in the following order:

  • 1st Whirlwind Detachment: One Tactical Detachment
  • 2nd Whirlwind Detachment: Two Assault Detachments
  • 3rd Whirlwind Detachment: One Tactical Detachment
  • 4th Whirlwind Detachment: Two Devastator Detachments

Buying Your Force

Players may design their own forces, instead of using the forces presented in the scenarios. To do this, choose the scenario you want to play as normal, and set up the terrain. Then refer to the Force Point Table below to find out how many points each player has to 'buy' his force. The cost of each standard detachment is equal to its battle rating, as listed in the Standard Detachments Table. Each player has a free choice as to what number and type of detachments they select, as long as the necessary models are available.

Space Marine detachments are organised depending on the task they have to perform, and thus can be made up of almost any number and type of Stands. This being said, there are several standard detachments which are by far the most commonly used. Standard detachments are taken from the Codex Imperialis, a mighty tome maintained on Terra by the Administratum, dealing with all aspects of Chapter and battlefield organisation.

Force Point Table

ScenarioImperial PointsRebel Points
Engage & Destroy18501850
Convoy (1)14601700
Spoiling Attack (2)19401300/1100
The Trap26802100
All Out War60406040
Cityfight12001200

Notes

  1. The Imperial player must buy one standard Rhino detachment; this is the convoy his other units are protecting.
  2. The Rebel player has 1300 points to spend on his starting force, and 1100 points to spend on reinforcements.

Standard Detachments Table

Detachment TypeUnits No & TypeBattle Rating
Tactical Detachment4 Tactical Stands, 4 Support Stands, 2 Commanders500 points
Assault Detachment4 Assault Stands, 1 Commander300 points
Devastator Detachment4 Devastator Stands, 1 Commander460 points
Land Raider Detachment2 Land Raiders400 points
Rhino Detachment4 Rhinos180 points
Whirlwind Detachment4 Whirlwinds240 points

Non-Standard Detachments

So far, we have concerned ourselves only with standard detachments. Players may field different detachments of their own design if they wish, and if both players agree to the use of non-standard detachments before the game.

A detachment must have at least two component units, and must consist completely of either vehicles or infantry. Infantry detachments must include at least one commander, and may not have more than one commander for every two stands.

The battle rating of a non-standard detachment is equal to the combined battle ratings of all its component units, plus 20 points per commander.

Over the Top

Sometimes, you will want to spend a few more points on your forces than the scenario allows. You can do this, but it carries a risk.

If you want to overspend, do so. You may never overspend by more than 70 points. Then roll a dice and refer to the Over the Top Table. If the dice roll is in the range listed you must lose one detachment from your force. You choose which detachment you lose.

Over the Top

Extra Points Spent1-2021-4041-5051-6061-70
Dice roll to lose a Detachment6+5+4+3+2+

For example, if you have overspent by 55 points, you will lose a detachment if you roll 3 or more; if you roll 1 or 2, you've got away with it! A roll of 1 always means that you keep all your detachments, and a roll of 6 always means that you lose one.

The Advanced Game

This section of advanced rules allows you to expand the basic game. There are rules for elite detachments and heroic infantry actions, as well as various other refinements like hidden movement and set-up. The rules for off-table support allow a Commander to call down supporting missile fire, and there are full rules on how to integrate Space Marine with Adeptus Titanicus, so that you can fight epic battles featuring infantry, vehicles and Titans!

Before you start using the advanced rules, we recommend that you play a few games using only the basic rules, in order to get used to the game system. You may find it easier to introduce the advanced rules into your games one section at a time.

Elite Detachments

Elite detachments contain the best trained and most highly motivated troops in a force. The following special rules apply to elite detachments:

  1. All elite detachments receive a +2 bonus to morale tests.
  2. All stands in an elite detachment add +2 to their CAF.
  3. All stands in an elite detachment receive a +1 modifier to hit with all weapons. Exceptions: Weapons with a burst circle do not receive the bonus, and weapons with following fire only receive the bonus to the first to hit roll.
  4. Commanders from elite detachments receive a +1 modifier when rolling on the Fool or Hero Table (see Heroic Actions).
  5. The battle rating of an elite detachment is twice normal.

Regrouping

Regrouping allows stands which have been destroyed to return to a detachment in the end phase of the turn, representing scattered troops re-forming and returning to the fray.

The player may take two identical 'dead' stands that originally came from the same detachment, discard one, and return the other to play, placing it beside the detachment's command stand.

Once a 'dead' stand has been discarded in this way, it may not be regrouped. Note that both stands must be identical, and from the same detachment.

No more than one stand per detachment may be regrouped in a turn.

An infantry detachment may not regroup if:

  • It was given any orders during this turn.
  • It has no commander.
  • Any enemy unit can trace LOS to any of the stands in the detachment.
  • Any enemy unit is within 24cm of any stand in the detachment, even if there is no LOS.

Heroic Actions

Space Marine officers are expected to lead by example, inspiring their troops by their own courage. The rules for heroic actions allow your Space Marine commanders to perform acts of outstanding valour on the battlefield.

Each type of heroic action may only be performed in a specific phase, as detailed below. To find out if a commander managed to perform a heroic action successfully roll 2D6, add +1 for an elite detachment, and refer to the Fool or Hero Table. A commander may only perform one heroic action per turn.

Fool or Hero?

2D6 RollResult
8 or moreSuccess
4-7Failure
3 or lessDisaster

Modifiers: Elite detachment +1.

Heroic Action Descriptions

Each possible heroic action is described below. The phase and segment in which it may be performed is followed by the consequences of the action, according to the result of the Fool or Hero roll.

On the Double!

The commander leads his men forward at a run, covering the ground as quickly as possible. Inspired by the example of his speed and bravery, the Marines rush forward behind their commander.

  • When Performed: In the advance segment of the movement phase, when the detachment is picked to move. May only be used if the detachment has advance orders.
  • Success: All stands in the detachment may move at their charge rate this turn; in all other respects, they are treated as having advance orders.
  • Failure: All stands in the detachment move at the advance rate, as normal.
  • Disaster: As the commander charges forward, waving his men to follow, he is picked off by an enemy sniper! The rest of the stand is intact, but it no longer has a commander. Remove the command banner from the stand to show that the commander has been killed. The detachment moves as normal for its orders.

Takeout!

The commander throws himself between the tracks of an oncoming vehicle, lets it pass above him, and drops grenades into its exhaust units. If he's successful, this will place the explosives dangerously close to the vehicle's engines.

  • When Performed: Movement phase, when a vehicle attempts to overrun the command stand.
  • Success: The overrun is dealt with as normal. In addition, the vehicle must make a saving throw, regardless of the result of the overrun roll.
  • Failure: The overrun is dealt with as normal.
  • Disaster: The commander is crushed to death under the vehicle's tracks. The rest of the stand is intact, but it no longer has a commander. Remove the command banner from the stand to show that the commander has been killed. The overrun is then dealt with as normal.

Up and At 'Em!

The commander leads his troops in a heroic attack on a nearby enemy unit.

  • When Performed: In the movement phase, when the detachment is picked to move. May only be used if the detachment has advance orders.
  • Success: Any or all stands in the detachment may move into close combat, even though they do not have charge orders.
  • Failure: The detachment may move as normal for its orders, but may not move into close combat.
  • Disaster: As the commander charges forward, he is picked off by an enemy sniper! The rest of the stand is intact, but it no longer has a commander. Remove the command banner from the stand to show that the commander has been killed. The detachment may move as normal for its orders, but may not move into close combat.

Fire! Fire! Fire!

The commander whips his men into a frenzy, filling the air with fire. Following the example of their leader, the Marines leap to their feet and let rip from their bolt guns, firing fast and deadly.

  • When Performed: Combat phase, when the detachment is picked to attack.
  • Success: Any stands from the commander's detachment which are within 6cm of the commander (including the command stand itself) may attack twice with their basic weapons; if they made a snap fire attack in the movement phase, they may still make one attack during the combat phase. Note that this heroic action does not allow additional attacks with support weapons.
  • Failure: All stands attack as normal.
  • Disaster: As the commander leaps up and prepares to inspire his men, he is picked off by an enemy sniper! The rest of the stand is intact, but it no longer has a commander. Remove the command banner from the stand to show that the commander has been killed.

Charge!

The commander hurls himself heroically forward into close combat, inspiring his men to follow his lead. He charges into the face of the enemy at the head of his brother Marines.

  • When Performed: In the close combat segment of the combat phase, before any close assaults are resolved. The command stand must be engaged in close combat to perform this action.
  • Success: The commander's stand receives a bonus of +2 to its close assault factor, and any other stands from the detachment receive a bonus of +1.
  • Failure: All close assaults are carried out as normal with no additional bonus or penalty.
  • Disaster: The commander leaps forward heroically, but misses his footing, stumbles, and is quickly hacked to pieces by the enemy. The rest of the stand is intact, but it no longer has a commander. Remove the command banner from the stand to show that the commander has been killed. All stands in this detachment within 6cm suffer a -1 penalty to their CAF for this turn only.

Rally to Me!

The commander rallies his troops around him, inspiring them with fresh courage. Chanting the battle rites of the Chapter, the commander reminds his men of their duty.

  • When Performed: In the end phase.
  • Success: One stand may automatically be regrouped (see Regrouping), regardless of the detachment's orders and the presence of enemy stands. Only one stand may be returned to play by this heroic action, and others must be discarded as normal.
  • Failure: The commander fails to rally any of his troops and they are unable to regroup.
  • Disaster: As the commander stands and recites the Chapter's battle litanies to inspire his men, he is picked off by an enemy sniper! The rest of the stand is intact, but it no longer has a commander. Remove the command banner from the stand to show that the commander has been killed. Needless to say, he fails to rally any of his troops.

Hidden Set-Up

Certain scenarios allow one player to use hidden set-up, so that his opponent does not know where some or all of his infantry forces are. Hidden set-up may only be used with infantry detachments - other forces are too easily seen!

Setting Up

If a player is going to use hidden set-up, he takes one hidden set-up counter for each of his infantry detachments. He then takes an extra D6 hidden set-up counters.

Each hidden set-up counter has a number printed on it. The player should write down the numbers of the counters he's taken, and also which infantry detachment each number represents. The remaining counters (ie the extra D6 counters) are dummy counters and should simply have the word dummy written next to their number.

When forces are set up on the table, the player who is using hidden set-up does not place his infantry detachments. Instead, he places the hidden set-up counters on the table. Because some of these counters are dummies, his opponent won't know which ones represent real detachments and will have to make a guess about which to attack.

Movement and Firing

A hidden infantry detachment must be revealed before it can move or fire. An infantry detachment is always assumed to have first fire orders in the turn on which it is revealed, but may not snap fire in that turn.

Revealing Hidden Troops

Infantry detachments may be revealed voluntarily or involuntarily. The player may choose to reveal any or all hidden infantry detachments at the start of the movement phase or the combat phase, exchanging the appropriate infantry stands for the counters.

If any enemy unit (including vehicles and Titans) moves within 12cm of a hidden set-up counter, or if it is hit successfully by a weapon with a burst circle, the counter is flipped over. If it is a dummy counter, it is discarded; if it represents an infantry detachment, the counter is replaced with the appropriate infantry stands.

When an infantry detachment is revealed, one stand (player's choice) is placed at the point occupied by the hidden set-up counter. The remaining stands may be set up as the player wishes, provided normal formation rules are obeyed and no stand is set up closer than 12cm to an enemy stand.

Note that, as stated above, an infantry detachment may neither fire nor move until it has been revealed.

Hiding in Buildings

When an infantry detachment is hidden inside a building, the detachment does not have to be revealed until an enemy unit moves into base-to-base contact with the building. When the detachment is revealed, stands may be placed in the building with the hidden set-up counter, or in any other building within 6cm of the counter - but not in a building which is occupied by enemy infantry.

If a building holding a hidden set-up counter collapses, the whole detachment is destroyed, even if the whole detachment could not have fitted into the building.

Firing on Hidden Troops

Only weapons with a burst circle may be used to fire on a hidden set-up counter, since only these weapons can affect a wide area, and any troops that may be hidden there. When firing on a hidden set-up counter, all normal range and LOS rules apply.

When a weapon with a burst circle is used to fire on a hidden set-up counter, the attack is carried out normally. Only one roll to hit is made, as the counter is a single target. The required score to hit is 9+ regardless of the weapon and range, and the roll is not modified by any tactical or other factors.

If a hit is scored, the detachment is revealed automatically. The defender must make a saving throw, applying the weapon's saving throw modifier as usual. If the saving throw is failed, the defender must choose one stand from the hidden detachment to be destroyed. He should do this in secret, so as not to reveal if the counter is a dummy.

Bonus Scenario: Tankhunt

A force of Space Marines are sent out on a raid behind enemy lines. Taking cover in some buildings on a vital supply route, their mission is to destroy an advancing armoured column. But the Rebels have found out about the raid, and advance on the buildings with caution.

  • Imperial Player: Four elite infantry detachments, each consisting of two Support stands and one commander.
  • Rebel Player: 6 Land Raiders, in 3 detachments of 2 vehicles each.
  • Special Rules: The advanced rules for Hidden Set-up, Elite Detachments, and Heroic Actions must be used with this scenario. When setting up, a building may only be placed within 6cm of an already-placed building. The Imperial Player must set up first, in any of the buildings, using the rules for hidden set-up. The Rebel Player sets up second, at least 36cm away from any of the buildings.
  • Victory Conditions: The winner is the player who manages to wipe out the opposing force.

Off-Table Support

Infantry commanders can call on the support of long range missile and artillery units. These units are never placed on the table; they are assumed to be several miles behind the front line, and are fed their firing co-ordinates by commanders on the battlefield.

Support Cards

In the Space Marine game, off-table support is represented by support counters, which may be purchased when players design their own forces.

Support counters are split in to two categories, barrages and support missiles. Barrages may be used any number of times in a game; support missiles may only be used once.

Buying Support Counters

Support counters may only be used when players are choosing their own forces, rather than using the forces in the scenario description. Each player may spend up to 25% of his points to purchase support counters. The following table summarises the maximum number of points that may be spent on support counters for the standard scenarios.

ScenarioImperialRebel
Engage & Destroy500500
Convoy400500
Spoiling Attack450500
The Trap700600
All Out War13001300
Cityfight300300

Notes

  1. The Rebel player may only purchase support counters for use with his reinforcements.
  2. There is no entry for the Tankhunt scenario, which does not really lend itself to the use of supporting fire.

Calling Up Support

Supporting fire may be called in these circumstances:

  1. The call must come from a commander, who is not engaged in close combat, and whose detachment has first fire orders.
  2. Only one commander per detachment may attempt to call up support in a turn.
  3. A commander may not call up support and perform a heroic action in the same turn.

Support is called up in the end phase of the turn. Roll a D6 for each commander who is calling up support; add +1 if he commands an elite detachment. If the final score is 4 or more, the supporting fire becomes available; if not, there is no supporting fire.

When supporting fire becomes available, the player places one of his support counters face down on the table, near to the commander who called it up. Other commanders may attempt to call up support counters, if the player has any available. The support fire shown on the counter may be 'fired' in the first fire segment of the following turn's combat phase.

Firing Support Counters

Support counters are 'fired' in the first fire segment of the combat phase. The detachment whose commander called up the supporting fire must be given first fire orders for the turn; if it is given any other sort of order, the support counter is removed from play. The support counter is also removed from play if the command stand is engaged in close combat or overrun before the support counter is used, or if the commander performs a heroic action between calling up the support and firing it.

To fire the support counter, turn it face up on the table, and place a deviation template where the supporting fire is meant to land. There is no maximum range, but the command stand from which the fire was called up must have a LOS to the intended point of impact. Next, the player rolls a D6. There are no modifiers to this roll. A score of 4 or more means that the attack is on target - landing exactly where the deviation template is placed - while a score of 3 or less means that the attack will deviate.

The effects of a hit vary according to the type of support counter being used; these are detailed later. A support counter is removed from play after its effects have been determined.

Deviation

Even if supporting fire misses its target, it has to land somewhere, and it is important to know precisely where. So when supporting fire misses, the player who called it up rolls for deviation.

Turn the deviation template so that the '1' arrow is pointing towards the command stand that called up the fire, roll a D6 to determine the direction of deviation, and roll 2D6 to determine the distance in cm. The fire has a normal effect on anything that is in the place where it comes down.

Removing Support Counters

A support counter is removed from play as soon as one of the following things happens:

  1. The detachment whose commander called it up is given any orders other than first fire.
  2. The commander who called it up performs a heroic action.
  3. The stand whose commander called it up is engaged in close combat.
  4. The stand whose commander called it up is overrun by a vehicle (regardless of whether or not the overrun is successful).
  5. The supporting fire deviates and does not affect any unit.
  6. The effects of the supporting fire are determined and applied to a target.

When a support counter is removed from play: a support missile counter is discarded; a barrage counter may be kept and re-used.

Maintaining Barrages - Optional

A player may decide to keep a barrage counter beside the commander who called it up. The barrage may then be used again in the next turn.

Barrages

Barrages are devastating volleys of fire from distant batteries of artillery. After having worked out if the attack deviates or not, the player should take two burst circle markers. Roll a D6 for each burst circle, and place each so that it is touching the deviation template at the point corresponding to the number rolled on the dice.

Any units (friend or foe) under the deviation template or a burst circle are attacked; rolls to hit and other necessary information are given in the Barrage Table.

Barrage Table

Light Barrage (Battle Rating: 100 points):

TargetTo Hit RollCritical Hit RollSaving Throw Modifier
Vehicles and TitansNo Effect--
Infantry5+-0

Medium Barrage (Battle Rating: 200 points):

TargetTo Hit RollCritical Hit RollSaving Throw Modifier
Vehicles and Titans6+5+-
Infantry5+--1

Heavy Barrage (Battle Rating: 300 points):

TargetTo Hit RollCritical Hit RollSaving Throw Modifier
Vehicles and Titans3+3+-
Infantry4+--2

Support Missiles

Support missiles are one-shot weapons, mounted on vehicles or spaceships outside the area of play. There are several warhead types, each with its own special rules.

Blind Missile

Blind is a sophisticated form of smokescreen, combining dense smoke with broad-spectrum electromagnetic interference. No detection or targeting systems will operate through a cloud of blind.

The point of impact is determined normally. The player who fired the missile may now place 3 blind markers at any point within 6cm of the the point of impact. Blind markers may not be placed on buildings.

A blind marker always blocks a LOS.

At the start of each combat phase, roll a D6 for each blind marker; on a roll of 1, the cloud of blind dissipates, and the marker is removed from play.

Battle Rating: 100 points.

Haywire Missile

Haywire missiles produce a massive electromagnetic pulse covering all wavebands, and as their name suggests, they are designed to disrupt the target's electrical control systems. Any vehicles that are wholly or partly under the final position of the deviation template are destroyed. Haywire missiles have no effect on infantry units.

Battle Rating: 100 points.

Mine Dispenser Missile

Mine dispenser missiles (MDMs) scatter mines over a wide area. When the landing point has been determined, the firing player places 2 mine counters and 2 dummy mine counters face-down on the table anywhere within 6cm of the point of impact (ie the centre of the deviation template). Mine counters may not be placed in buildings.

The mines become operational at the end of the movement phase in the following turn. If a vehicle or infantry unit (on either side) moves within 3cm of a counter, it is flipped. Dummy mines have no effect, and are discarded immediately. Real mines explode, automatically destroying any and all units within 6cm of the mine counter. The counter remains on the table until the end phase of the turn, when it is removed. Until that time, any units that move within 6cm of the counter are destroyed.

Optional Rule: As an alternative to their normal load, MDMs may carry a single stasis or vortex mine and three dummy mines. If you are using an alternative load, you should note this down before the game. The mines are dropped and activated in the normal way, but instead of exploding they create a field (stasis or vortex, as appropriate). Refer to the notes on stasis and vortex missiles. Altering the load of a MDM does not change its points cost.

Battle Rating: 200 points.

Stasis Missile

The stasis missile carries a stasis field generator (SFG) as its warhead. The SFG is a highly-sophisticated device which creates an area where time literally stands still. Anything caught within the stasis field is frozen in place and unable to do anything. Nothing may enter the field - including the fire of weapons from the outside.

Wherever the missile lands, a stasis field is created. Place a stasis field marker on the table, centred on the point of impact. Any vehicle or infantry unit wholly or partly within the field may neither move nor attack, but cannot be attacked itself. If any part of a building falls under a stasis field, the entire building (and everything in it) is affected by the field.

At the start of the combat phase of each turn, roll a D6 for each stasis field on the table.

D6Result
1-2The stasis field dissipates. Remove the marker from the table.
3-4The stasis field stays in place.
5-6The stasis field moves 2D6cm in a random direction - use the deviation procedure for this. The field will stop if it comes into contact with a vehicle or infantry unit.

If two stasis fields ever come into contact, they both dissipate immediately.

Battle Rating: 100 points.

Vortex Missile

When a vortex missile explodes, it creates a seething mass of energy known as a vortex field. This area is devastatingly destructive, and will annihilate anything that comes into contact with it.

When the missile lands, place a vortex field marker on the table, centred on the point of impact. Any vehicle or infantry stand wholly or partly covered by the marker is automatically destroyed, and any building which is wholly or partly under the marker collapses immediately.

During the end phase of each turn, roll a D6 for each vortex field on the table.

D6Result
1-2The vortex field dissipates. Remove the marker from the table.
3-4The vortex field stays in place.
5-6The vortex field moves 2D6cm in a random direction - use the deviation procedure for this. Anything in its path is hit.

Battle Rating: 300 points.

Space Marine & Adeptus Titanicus

By combining Space Marine with Adeptus Titanicus, you can fight immense epic battles with Space Marines, armoured vehicles and Titans. The two games are designed to be completely compatible, and the following notes are all you will need to play combined games.

The Sequence of Play

The sequence of play used in Adeptus Titanicus is left unchanged, apart from the following important addition.

Within each segment of the movement phase, players take turns to move their eligible Titans. Once all the eligible Titans have been moved, the players move all their eligible vehicles and infantry detachments. The First Player moves all of his eligible vehicles and infantry, and then the Second Player may move all of his. The same applies to the combat phase. The combined turn sequence is summarised in the following table.

Combined Turn Sequence

Order Phase: Players give orders to all Titans, all vehicle detachments and all infantry detachments.

Movement Phase:

  • Fall Back Segment: First Player moves all vehicle and infantry detachments with fall back orders. Second Player moves all vehicle and infantry detachments with fall back orders.
  • Charge Segment: Players take turns to move all Titans with charge orders. First Player moves all vehicle and infantry detachments with charge orders. Second Player moves all vehicle and infantry detachments with charge orders.
  • Advance Segment: Players take turns to move all Titans with advance orders. First Player moves all vehicle and infantry detachments with advance orders. Second Player moves all vehicle and infantry detachments with advance orders.
  • First Fire Segment: Players take turns to turn in place all Titans with first fire orders.

Repair Phase: As in Adeptus Titanicus rules. Does not apply to vehicles or infantry.

Combat Phase:

  • First Fire Segment: Players take turns to fire with all Titans with first fire orders. First Player fires with all vehicle and infantry detachments with first fire orders. Second Player fires with all vehicle and infantry detachments with first fire orders.
  • Advance Segment: Players take turns to fire with all Titans with advance orders. First Player fires with all vehicle and infantry detachments with advance orders. Second Player fires with all vehicle and infantry detachments with advance orders.
  • Charge Segment: Players take turns to fire with all Titans with charge orders. First Player fires with all vehicle and infantry detachments with charge orders. Second Player fires with all vehicle and infantry detachments with charge orders.
  • Close Combat Segment: Close combats between Titans are resolved. Close combats involving vehicles and/or infantry are resolved.

End Phase: As normal.

Combined Order Phase

Titans use the order counters from Adeptus Titanicus. They may not be given fall back orders, and may never move in the fall back segment of the movement phase.

Combined Movement Phase

General Rules

Vehicles must stop moving as soon as they come into contact with the leg (not just the base) of a Titan. Titans may step over vehicles, infantry and any buildings lower than their knee-joint.

Stomp Attacks

During its move, a Titan may attack a vehicle or infantry stand by crushing it underfoot - the stomp attack. Titans move into base-to-base contact with the target of a stomp attack; each stomp attack made costs the Titan 2cm from its move allowance for the turn.

When a Titan makes a stomp attack, the player controlling the Titan rolls a D6 and refers to the Stomp Table. If a stomp attack is successful, the target is destroyed - no saving throw!

The Titan may continue its move after the stomp attack has been made, making further stomp attacks if the player wishes.

Stomp attacks may not be made against other Titans.

If the target of a stomp attack has first fire orders, it may snap fire at the Titan before the stomp attack is made. Snap fire attacks made by the target of a stomp attack take place inside the attacking Titan's void shields, just like close combat attacks.

Stomp Table

WeaponRoll To Hit
Stomp4+

Stomp Attack Hit Modifiers:

ModifierValue
Target has first fire orders+1
Target has charge or fall back orders-1
Attacking Titan is lightweight-1
Target's armour rating+ AR

Ramming Titans

Vehicles with charge orders may try to ram a Titan during the movement phase, by moving into contact with one of the Titan's legs. Ramming a Titan is always an act of desperate courage, since it spells certain doom for the vehicle making the attack.

When a vehicle attempts to ram a Titan, both players roll a D6, and add any modifiers from the table below.

  • If the scores are tied or the Titan's score is higher, the Titan suffers no damage.
  • If the vehicle's score is higher by 1-2 points, the Titan suffers superficial damage to its legs.
  • If the vehicle's score is higher by 3 or more points, the Titan suffers critical damage to its legs.

Regardless of the dice roll, a vehicle which makes a ram attack against a Titan is automatically destroyed.

Ram Modifiers - Vehicle vs Titan

Titan's Dice RollValue
Titan is lightweight-1
Vehicle's armour rating+ AR
Vehicle's Dice RollValue
Titan has a damaged reactor+1
Titan has charge orders-1

Combined Combat Phase

Head Mounted Weapons

In addition to the weapons they carry on their arms and carapace, all Imperial Titans are fitted with one heavy bolter, mounted in the head. This has the same arc of fire as a carapace-mounted weapon, and may attack infantry stands using the normal rules.

Spray Fire

Titans may use multi-barrelled weapons to spray fire on a group of targets which are close together. A multi-barrelled weapon may target an area the size of a burst circle template; within this area, one attack is made for each barrel of the weapon as normal, but the player may choose a different target for each barrel. Weapons which already have a burst circle, or which have following fire, may not split their attacks in this manner. Only Titans may use spray fire.

Close Combat

The following rules apply when a vehicle or infantry stand is in base contact with a Titan.

The Titan is not bound by any of the usual restrictions which apply to close combat between Titans; its opponent is so small that the Titan can effectively ignore it.

Vehicles in base contact with a Titan may fire their weapons in the close combat segment, and do so inside the Titan's void shields.

Infantry stands in base contact with a Titan may only attack it by making an infantry close assault against it.

Infantry Close Assaults

An infantry close assault against a Titan consists of troops scaling the Titan's legs in an attempt to wedge bundles of grenades in its vulnerable knee-joints, or firing any of their heavy weapons from within its void shields. This is by no means an easy task; attackers can be stomped, shot by the Titan's anti-personnel weapons, or killed by the Princeps feeding massive jolts of electricity through the Titan's skin.

Infantry close assaults are always carried out in the close combat segment of the combat phase. An infantry stand that is making a close assault against a Titan may make no other attacks in this turn. Roll a D6 for each infantry unit, adding +2 to the roll if the Titan cannot move for any reason. On a roll of 1-5 the infantry stand has been shot, electrocuted or stomped - it is destroyed and should be removed from play. A roll of 6 or more means that the unit has managed to damage the Titan.

The damage effect depends upon the type of close assault.

A stand that is attacking with a number of heavy weapons may only cause damage with one. This represents the fact that it is difficult to fire heavy weapons at a Titan which battling to destroy its attackers. The player may choose which weapon is used, and the weapon may fire despite anything to the contrary in the stand's orders. The attack takes place inside the Titan's void shields, and all dice rolls are handled normally.

If a stand is trying to wedge a bundle of grenades in one of the Titan's knee-joints, the player rolls a D6, adding +1 to the score if the attacking stand is elite. On a score of 1-4, the grenades cause superficial damage to the Titan's legs, and on a score of 5+ the grenades cause critical damage to the Titan's legs.

Combined Scenarios

It is quite simple to use the Random Scenarios from Adeptus Titanicus with mixed forces, or even with pure infantry and vehicle forces. Once you have established your force level for the scenario, you are free to spend your points on Titans, vehicles, infantry or any combination of the three, as you see fit.

Victory Points

When using mixed forces in these scenarios, the following additions need to be made to the Victory Points Table:

EventVictory Points
For each enemy infantry stand destroyedThe battle rating of the stand
For each enemy vehicle destroyedThe battle rating of the vehicle

Victory Conditions

The victory conditions in the individual scenarios need certain alterations to take mixed or non-Titan forces into account. Where the victory conditions in a random scenario description refer to a Titan, amend this to read 'Titan or Detachment'. Note that a detachment is not counted as destroyed while any part of it survives - you need to destroy each individual vehicle or stand!

In the attacker objectives Convoy and Rescue Mission, one Titan carries something: a vital cargo and a spy respectively. The player may choose a vehicle detachment rather than a Titan to carry the cargo or spy, and the cargo or spy is not destroyed until every vehicle in that detachment has been destroyed - assume that it can be transferred freely from one vehicle to another within the nominated detachment.

New Weapons

Titans use a number of weapons that are not covered in the main Space Marine rules.

Vehicle Target Weapons Table

WeaponRange ShortRange LongTo Hit ShortTo Hit LongCritical Hit Roll
Heavy Weapons
Auto-Cannon36cm72cm5+6+6+
Multi-Launcher36cm72cm4+ (B)6+ (B)5+
Multi-Melta12cm24cm5+6+3+
Very Heavy Weapons
Defence Laser-72cm-3+ (B)2+
Macro-Cannon-72cm-3+ (B)3+
Plasma Cannon - Sustained20cm-4+ (F)-6+
Plasma Cannon - Maximal36cm72cm3+ (B)6+ (B)3+

Infantry Target Weapons Table

WeaponRange ShortRange LongTo Hit ShortTo Hit LongSaving Throw Modifier
Heavy Weapons
Auto-Cannon-72cm-5+-1
Multi-Launcher-72cm-5+ (B)-1
Multi-Melta12cm24cm4+5+-1
Very Heavy Weapons
Defence Laser-72cm-4+ (B)-2
Macro-Cannon-72cm-4+ (B)-2
Plasma Cannon - Sustained20cm40cm4+ (F)6+ (F)-2
Plasma Cannon - Maximal36cm72cm4+ (B)6+ (B)-2
  • Scenario 2: Convoy
  • Scenario 3: Spoiling Attack
  • Scenario 4: The Trap
  • Scenario 5: All Out War
  • 4+ (B)
    -
    -2
    Macro-cannon72cm-4+ (B)--2
    Plasma cannon - Sustained20cm40cm4+ (F)6+ (F)-2
    Plasma cannon - Maximal36cm72cm4+ (B)6+ (B)-2