General rules for various turn phases
Transportation
Transporter and transported units have same commands. If either is
command unit, orders are placed when unit is moved¹ (see
turn sequence). WHen units are departed from
vehicle, it may not move for the rest of turn.
When command infantry is killed, it's transport (rhino etc.) is no
more command unit, and it follows normal rules for units.¹
Catch Us Later -rules
If less than half of unit is pinned into melee, rest of unit may move
to other place. In such case, troops left behind must make morale test
at the start of melee. and when are freed, must move back to unit
coherency as soon as possible.¹
Flyers
Indirect fire
Troops in melee or fall back orders may not request indirect fire.¹
Shooting into melee
Melee contact firing
Fire arcs
New fire arcs for troops:¹
Infantry and cavalry have 360° fire arc.
Bikers, Dreadnoughts, Robots and most titan have 180° fire
arc.
Gyrocopter has 360° fire arc.
Other guns:
- Turrets have 360° fire arc if may turn freely; otherwise
180° arc to appropriate direction.
- Fixed guns have 90° fire arc to appropriate direction.
- Bolters have 360° fire arc.
Side-guns with 180° fire arc have actually 200° fire arc.
Super-heavy and mega tanks
Leviathan, Capitol Imperialis, Colossus and Cyclops are
considered as mega tanks and they follow some special rules.
Combat damage:¹
When super-heavy or mega tank is hit and it fails it's save, it is not
automatically destroyed. Instead, damage is roled in the following
tables. If attacking weapon has any damage modifiers (against titans),
they are added to the roll.
Super-heavy tanks damage table
1 Tank is damaged
2 Engines or tracks are destroyed and tank may not move for the
rest of game
3 As above, but tank also has -1 for all shooting
4+ Tanks is destroyed
Second damage results in automatic destruction. This means that any
double damage means automatic destruction.
Mega tank damage table
-1 One of the tracks is destroyed, and tank may only turn in
place for the rest of the game. Second similar hit
immobiles the tank.
2 Void shield generator is destroyed and all shields lost
3 Tank's main cannon (Doom'sday etc.) is destroyed
4 Because of damage in fire control center, tank may not fire
it's weapons until advance fire segment, and may not
use indirect fire anymore.
5+ Tank is destroyed in a 2d6 cm explosion. All troops in this
area are automatically hit and must make save.
If attack used any area template or hit underside, -1 is applied to
damage roll.
Any further hits are again rolled in damage table. Duplicate results do
not cause any further damage, only way to destroy the tank is by rolling
5+ in table.
Titan combat
Hit Location¹
Barrage or random: Roll random location from appropriate
direction.
Normal shot: As originally, but aim dice is rerolled once if
shot misses titan entirely.
Melee (titan): As normal shot.
Melee (other): Any location where attacker can reach. Hit is
automatic, no aim dice is rolled.
Break points
Companies (and eq.) are divided into distinct formations with personal
break point and victory points value.
Normal units have break point equal to half of unit size, rounded
up.
Robot, Eldar Dreadnought and Spirit Warrior units must be
completely destroyed.
Command units are not broken before at least one infantry unit
is destroyed.
Squat units have break point one less than unit size if total
unit size is 6 or less, otherwise break point is 2 less than tuotal unit
size.
Victory points are awarded as from appropriate support cards and
command units (IG and marine) are worth half VP. Victory points are
always equal to worth of unit divided by 100. In Ork clans, VP awarded
from Boyz is equal to worth of clan card minus VP from all other
formations in clan.
Objectives
The control of the objective is now determined in the following way:
- Only troops within 15 cm of the objective (from the edge
to edge), and seeing the place in which the objective is, are
calculated.
- All viable troops are summed with 'weight values' equal to
those given in the list. No flyers in high level nor units in fall
back orders are included.
- If the side closer to objective has 50% more of the troops
(according to weight values), it side controls the objective.
Otherwise, 100% more (double) worth of troops is required. If
neither side has required power, the objective is uncontrolled.
Yes, this means that there can be uncontrolled objectives
later in the game.
Weight values:
infinite Emperor titan
12 Mega-gargant
8 Warlord and Great Gargant
6 Eldar Titan, Reaver and Slasher
5 Mekboy Gargant, Mega-heavy tanks and Lord of the Battle
4 Warhound, Land Train
3 Very heavy tanks and equivalent units (Overlord etc.)
2 Greater Daemons, Avatar, Stompas, Chaos Engines
1 Other troops
¹ This is complete change to normal Space Marine rules
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