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:

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

Second damage results in automatic destruction. This means that any double damage means automatic destruction.

Mega tank damage table

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: 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

Back to Space Marine title page