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Space Marine 1st Edition
Space Marine 1st Edition
to try once you're familiar with the main game rules. These
This rulebook is split into four main sections. The include elite detachments, heroic actions by commanders
Backgrowtd relates a brief history of the Imperium and and off-table supporr. This section also inciudes full rules
the beginnings of the terrible civil war knbwn as the for combining rhis game with Adeptils Titanicus, to fight
Horus Heresy which for the first time pitted Marine againsr
fellow Marine. epic battles with infantry, armour and Titans.
The three rules sections of the rules book are arranged in
The Vehicle Rules give you everything you need ro know
for battles between armoured vehicles, allowing you to order of complication, so you will probably find it Jasiest
recreate the great armour battles of the Horus Heresy. to start with pure armour battles, adding infanrry once
you're comfortable with the vehicle rules and finallv
The InfantryRulesgiveyou all the necessary information moving on to the advanced rules. Each section also includes
for fighting infantry battles, as well as mixed battles ready-to-play- battle scenarios. recreating the greatest
involving both infantry and armour. 36 7 8 1 “ ︲ 2 2 2 2 2 2 2 2 2
conflicts of the Heresy.
BACKGROUND
3 3菊 旬 ク “ ク 5 5 ” 。
88
INFANTRY RULES
Th, Iinpcrium
The Horus Heresy WpCS Of lnfantry stand
Order Phase .
Space Marines. Movement Phase.
3
VEHICLE RULES.
。。
THE ADVANCED GAME
Vehicle Data Cards. .
Elite Detachments
Vehicle Detachments Regrouping.
5 5 5 5 5% 5 5 5 5
Starting the Game. Hcrolc Actlons
223 6
Sequence of Play Hidden sct_up
Order Phase .... Bonus Scenado‐ Tankhu nt!
Movement Phase. OffTable Support....
6 889
6 7 8 8 9ω
︵
Scenarios Order Phase
Reference Section. Movement Phase.
Vehicle Scenarios. Combat Phase. . .
Scenarios . ..
5
New rVeapons
Painting Guide
GAME DESIGN:Jcrvi,JOhnSOn
DEVELOPMEN■ Gracme Davis
COVER AR■ Jim Burns
0 1989 Ganics Workshop 焉鞭儡 驚 鼎 欄難 轍
Modcls designed by 3ob Naismith,
John ThOrnthwaite and Da,c Andrews
Building inOdcl dcsign Bil scdgwick;
袖 c Dow“ 面 αⅢ Lα Ⅲ mbn隆
“ 種 撫 野 "
colour by Mark cravcn Produccd ty thc Gamcs WOrkshop Dcstn Studio
space Marine, Adeptus Titanicus, warhammer 40,m0, l-D Hobby Roleplay Game, and the Games_workhop and citadel Miniarur€s logos ar€ all Tizdemarks
owned by cames Workshop Ltd. Space Mxrine and all its xssociated imagery are copyright O l9g9 d"-., Vorkshop liJ. eff nign. Reserved.
2
BACKGF!OL'ND
giue ,ne a. thousand other t,oops'
Giue me ole hundred Space Marines. or failing tbat,
- ImPerial Commander Rogal Dorn
' 'Thank you, Bejaind' Make them comfoftable i;i;";, subordinate onlv tothe Eryerolltryself'
t snil tnim directly." Beiaind cleared his throat
ioin' u ie said inot nonts mn away from a hutful of savages?"
nemously.
Bejaind struggled tor wods.
the
"Permission to speak freely"' my lor!?"-This .time' genuine'
"Mv lord.., Ihavehad'dreams..." His distrcss
was
waiisu} botrod up. ihe atliutant tried to hoW his ice-blue
Horus laid a hand on his shoulder.
garp, and tailcd.
are excused for the
know, Bejaind." said the Warmaster' llYou're not happy
"I "Control younelf." he said gently' "You
rest of thi day. Go to the Apothacgriolfor l n.vghological
about this warrior-lodge initiation'"
iiair. Anithen, perhaps, the Chapel' A few houn'
lo
"So soon after your illness, nty lord"'" irainio" wiL tlo you Sood. IJnIess you prefer to reporT these
psychic
dreams and submit younelf to the Inquisition for
"From which I arn fully recovered. I had the Apothacaria potential testing?"
oi iw Spou Mafiie ihapten Jighting tor the honour of
ieotirs'me. I've been baik to full duties for a week now, Bejaind swalloved hard. "No, my lord'"
with io ill-effects. Your concern is touching, but
unnece ssary." Beiaind shuffled uncomfoftably' "Well, then." Hotus pa.fred his shouWer .
gently. "Go now, and we'll saY no mone'
"But, rny lord, we don't lotow whal's involved"'" Meanwhile, I must rneet the elden
n bc endurcd without oI the Knife of Stone." - _ai
"I have a reasonahle idea' Alifrte pain,
ciii out; duels with a mnge oi primitive weapons; trials And in the WarP,
oi stingth antl few prtunitivc ritulls ; little- dffirent
speed; a something smiled.
iro^ mistic naniar lodges in atE otherfeml-world culture'
"iu kion Imperial poticy; establish ties which can be
exploited in later recruiltnent."
He paused.
"This really is bothering you, isn't it?"
The adjutant tried to meet his gaa, and failed again' 0
and
"Listen, Bejaind. You are an outstanding staJf officer,
I value youi toyalty and concern. But why does one warrior-
lodge iiitiation on oneferulworlddisturbyou so? I've
gone
infiu7n more tlun twinty of these riuall-iYthe past' I've
beeni Space Marine and a commander of Morines for more
BACKGROUND
4
BACKGROUND
憮
鰈
不 だ
ヾ■■滋
ヽ
躙
ゞ
必ざ
舅
祗 \
キ│ザ
封
Three hunhed voices echoed the bffile-cry as the Ultmmarines In the steepsided gtlley the Alt amorines could not press their
carne into sight. Land Raiders sped to the flank, but the weight of numbers. On the Ilonk, the lhrhoand killed Innd
lthrhouttd spavedfury deoth anong them. Four Ninos chatged Raiden like insects. Then the deadlock bmko. The lthdtound
to ,rm, blocking the Land Raiden wilh their own wrccktge. wos engutfed in firc. The Ullrunarines adwnced again' behind
For what seemed like houn, the Sons of Honu held oul. a towering Wailord in the coloun of the Impcrial Hunten.
」
― ■ ―
BACKGROUND‐ THE IMPERIUM
6
●Aと KGR00Nb L THЁ 由OROS HERESY
"You realise tha you are preaching mutirE?" -Brother- "Tbenty from the Thousand Sons."
the
Horus or betmy
"Be sure they are all trastworthy. It you have the
CaDtoin Tamitznodded Smvely. "Betmy slightest
nior*, Wfut choice is therc?" The Spaee Marine officen doubt, do ni commi, them. Olny wn Emperur\ Childrcn,
Uitea a each other in silence for a tew seconds' Tanitz there'are ten I un sarc of, incfuding nryse$" There wos 4
leaned foruard across the tablc, resting on his fists ' pause as the paacity of their force sunk in.
" Fact: in the five Chapters undor his command,
Horus has ltfuU
that he " Set enry Marines," soid Brctherc-oiluin Uarren of the
if
tiinitei tnx'system lemt'world wanior lodges Men, iThe sum of our five Ch@er namben' a good onen'
oicled up on Dain. The ilandad Imperial organisalions perlwps?" A coiple o! the otlun snihil, ard the tension
ind coimand structures lsid tlown in the Codex have been 'oi
tii wqs brolcon, "seventy Marines"' rvpeated
c omple t e ly disre garde d. fttnhz.^o*rnt
"Enough for any task, I think, So, to work' Vatren'
have vounnen wilt slezp controt oI tlrc fiigate Eisenstein in thrce
"Fact: the bulk of the Marines in our five Chapten "iiii
ioudiated their Maine's mth and swom loyalty to the teml ti^ ttow. It is on the ulge of the fleet, and -shouu
nirld dritirt. Fwther, they have swom loyalty to Horus be cblar 1or tlu jump to Vhrp S|nce"' lhrwn nodded'
fioable"'
penonally. HeresY and blasPhemY. "The Eisenstein tus been lwing nwrtocrnrc4rive
without he said, with etro.gemted hnocence. "She's been lalling
"Fact: the Isstvan campaign lws been conthtcted behind the fleet all fuy." Tanitz ginned'
even the pretence of irden fiom Tena' While I do not
ooro^, io speakfoi the Empercn I connot believe thot the
"M. The rcst ofus will armnge tor our shiry to lag behind
is, of o viis boib on Isstvin III was iustifwble' A single wilh her in case 61 ...ftunner fioablc with the ilrives' Thrce
Ciipi"y iro. o single Chapter dropped on the rebel hourc lrom nov wi witl alt assemble full crew tor an,
heodquarterc would have answered the cose' eiry;nq bicfu.s. Meanwhilp, our trusted men take contml
is happening he-y' Who oI thi syiteni oi att lve ships. flear-all renwiling shiys
"I say the Empercr must lotow what the Esinstein ind keep her cotvrcd until she
i iin nrz ihrren? What say the WorU tuten?" A red- -mtkosaround
from
sryc. Then, cause as much furnoge
the iump to wotp
unifo nn e d olfic e r st o od.
as you ,oi n flaet. History will indiaate us"'
dte ,est ;f ihe
"There are fifieen men I can trust, Thty are yours'"
He tumed to lhnpn. "Your lVorld futen an our only hope,"
"Gano?" A Captain oI ttu Death Guads lookod up' he said, "Do not fail." Varrcn's eyes became serious' "We
'A doun. I wish it were mort." cannotfoil," lu frd, "Therc is no much d $&e . Your dedJts
will be avengd."
"Tbn from thc I'una Wolves."
7
SPACE MARINES
The Chapter barye was quiot as the Space Wolves prepared It was impossible - inconceivable - that Madnes should betav
themselves tor the &op. Therc rws aninner stillness beneath
their
all the. actiuilt. Bum\S thyugh every mind was a single lqith. Yet five Chapten had declared lor Hont* O'n
top of the incompehension cone slunte ond rage ond behind
question: How coald thh have happened? Even as ;
iey mge, doaht. Horus had pemertcdfour moi Chapten out
preprzd to join thc batle, that battte was still unthinlwbli. of the seven sent against him, and fully one-third of the
All activity ceased as the chapel gong sounded over the I*giones Astartes wcrc now in his powei. Magrun knew the
intemal conlink. n snrck sir tines,-thehumber ol the Space insidious ii
louby fiat whispered the mind of every loyal
Wolves Chapten Then, silently, the Marines ient ti the Maine: CouU this also happen to me?
C-naryl. It time tor the Olficio praecerlamen, the last Murmuring the Dtany of Dootion, Magran tisted the
-was feelings
devotions before the drop. he must mould in ritaal of the prueiefiamen, -
le u.ast hQ
was paclce d with thousands of silver-armoured
Where there is uncertainty, I shatt bring light.
They stood silently, unmoving, ,i,rziting. Waiting to
llainey Where there is doubt, I shoil sow faith.
know why. Where therc is shanc, I shall point otonernent.
In the Vestibulum to the great Chapel, Father-Captain Wherethere is ruge, I sholl show its coune,
Maqlo\ Senior Chaplain to the Space Wolves, sat in My word in the soul shall be as nE bolter in the fuld.
medilation. He knew that his Maines were in shock. Magrun rcse, and prepared to er,ter the Chapel
8
SPACE MARINES
Space Marines may be recognised by their distinctive In the earliest stages of the Horus Heresy, the Space Marines
powered armour, which includes air and blood purifiers, who sided with the Warmaster kept to the original colours
drug iniectors and communications equipment. Neuro- and rituals of their Chapters. Later on, however -
plastic fibre-bundles replicate and amplify the wearer's particularly after the death of Horus and the withdrawal
movements, so that powered armour is no more from the Sol system - this began to change.
cumbersome to wear than a normal suit of clothes. The litanies proclaiming devotion to the Emperor had
Each Chapter has its own colours and insignia, which are rbeady been dropped, and they became replaced with
used on its armour and vehicles as well as on the flags and declarations of allegiance to Horus. As the feral-world cults
banners which are often carried into battle. It also has its introduced by Horus spread throughout the Traitor
own particular rituals and traditions. The Space Wolves, Chapters, most Chapter rituals changed beyond
for instance, have a completely different Litany of Combat recognition. Insignia and colours also began to change;
to the Ultramarines. Even the most basic acitivities, such most common was the replacement of Imperial insignia
as weapon checks and maintenance routines are turned into with the Eye of Horus or with symbols from the feral cults.
rituals; a Marine's every action must express his devotion Some Tbaitor Marines went as far as to re-paint their armour
to his Chapter. in new colours.
NERVE ELECTRODE
ARMOuRED
SOLAR PANELS
RESERVE
AIR 30TTLES
STABILiSING」 ETS
INTAKE PIPE
AIR PURIFICATOR
TEMPERATURE REGULATOR
EXHAuST
ELECrRONIC SEALANT
RELEASE STAT10N
一
¨
︺一
¨
”げ
¨
¨
F00D M:XlNG
AND
PROCESSING
PLANT
OUTER SK!N
TIC SOLES
9
SP4ACE MARINES ARMAMENT
Fん
C4‐ 1/1‐ BdtPぉ ∞i sMI
僑
ヽ″ ︵
D
型 ヽ″ヽ
〇
セ h― ワ
la
Space Marines have access to the full range of Imperial The Space Marines also use a wide range of support
weaponry and equipment. Their training and biochemical weapons, of which the most common are heavy bolters,
engineering ensure that they are natural masters with any mela-guns, plasma guns, las-cannon and missile launchers.
type of weapon, from the rocks and sticks of feral-wodd
savages to the $ophisticated needlers and neuro-disruptors The heavy bolter is a larger version of the bolt gun, which
favoured by spies and assassins. For nearly all their combat can lay down a curtain of fire across a wide area. While
duties, however, they use standard weapon mixes, relying its firepower against personnel tafgets is devastating, its
on a narrow range offavoured general-purpose weapons. shells are too light to harm armoured vehicles.
The standard Space Marine weapon is the bolt gun, or Also known as the melter or fusion gun, the melta-gun is
bolter. This is a light rapid-fire weapon, firing a hail of small- a heat weapon, whose short range is balanced by its
calibre explosive shells. Bolter shells generally use mass- effectiveness against both infantry and vehicles. A small-
reactive fuses, so that they explode after penetrating the scale controlled fusion reaction inside the weapon's firing
target, rather than upon impact; this makes the bolter a chamber causes it to project a blast ofheat so intense that
highly effective anti-personnel weapon. metal and even stone can be melted almost instantly.
The main close assault weapon is the bolt pistol, a smaller The plasma gun fires small packets of superheated gas
veision of the bolter which works on identical principles. plasma. Like the melta-gun, its killing power helps make
$fhile it lacks the range of the bolt gun, its handier pistol up for its short range, and it is equally effective against
configuration makes it ideally suited to close fighting. infantry and armoured vehicles.
Other favoured close assault weapons include the power The las-cannon, or laser cannon, is a favourite anti-vehicle
glove and the chainsword, both of which are most weapon, with a long range and sufficient punch to knock
commonly issued to officers leading assault troops. The out a Land Raider. As well as being a popular infantry
power glove is a scaled-up metal gauntlet surrounded by weapon, it is often mounted on vehicles.
an energy field which gives it the strength topunch through The missile launcher rivals the las-cannon as the most
armour and even steel bulkheads. The chainsword is as it popular infantry weapon. Its variety of loads makes it
sounds - a sword-like weapon whose edges are fitted with equally effective against vehicles and infantry and its range
a loop of moving blades. is equal to that of a las-cannon.
to
SPACE MARINES ARMOuRED VEHICLES
Communications
Antenna
Rear
Fixed-Mount
Heavy Bolter
Ccramitc
Alloy Forward
All Tcrrain Fixed-Mount
Tracks Heavy Bolter
Spare Thck
Elements
Caesium-VePour
searchlight
Swive l-Mounted
TWin Las-Cannon
Caesium-Vapour
Head Lamps
Tool&
Equipment
stoMgc
wHIRLWIND MISSILE
CARRIER
Reinforced
Forward Armour
Radiator Grillc
and Exhaust Unit
The Space Marines are not purely aninfantry force; they The Rhino armoured personnel carrier is one of a family
command a wide range of fighting vehicles, ranging from
of armoured vehicles which are widely used throughout
one-man jetcycles to orbital artillery platforms' the Imperium. The Rhino is the most common of these
designs-, and is the standard Space Marine personnel carrier
The Land Raider is the main aflnoured fighting vehicle of and"armoured transport. It is more lightly armed and
the Space Marines. Thousands of these tanks are in action armoured than the Land Raider, but like a Land Raider it
on Uotn sides in the Horus Heresy, and they are produced c?n catry up to ten tfoops.
in large numbers by the Meptus Mechanicus inboth camps'
Its sturdy frame is equipped with heavy ceramite armoul The rWhirlwind missile carrier is one of several variants
and its four las-cannon give it a devastating punch in almost on the Rhino chassis. It is more or less identical to the APC
any direction. Its anti-personnel weaponry consists of two in most respects, but the Rhino's bolter armament is
heavy bolters. ln addition to its role as an armoured fighting augm€nted by a turret-mounted multi-launcheg giving the
vehiile, the Land Raider c^a caffy uP to ten-Marines into Wf,irwind a powerful support capacity. Like the Rhino, the
t$(rhirlwind can carry up to ten troops.
battle; it is very popular as a heavily-armed transport'
SPACE MARINES
"Come in, Crualine. lthrcruiser Crctaline, please rcspond. Gulliman watched as his men changed into hoftle. He winced
"It's Primarch. I cqt 't mise the Crotaline: the rilar_
no good as a dozpn detachments fell to Land Raider
fire, watched
cruiser Laceftian must have got hen,, the bright beons of light cut through the Mirines, mnles.
He saw his men being cut aprt by theirfellow Marines; the
Roboute Gulliman nodded gravely. horror olthe situation wasn,t lost on hirn, and he despaired
at the pointless loss of ffi, He barkcd his otden into the
"We'll just have to take them on alone. Though without a
barrage to soften them up, it'll be a hader
comlink, trying to outthink hh fellow primarch. ,,More
fight than I'd Wport on the left side. They're trying to outflank our
anticipoted. It may even delay our departare.
Minos."
"Still, that's a consideration for laten There are more He watched as eighty Land
pressfu problerns. Preparc the men and staft the cenenon!; Raiders responded
instantaneously, trucks spruying mud ss they swuig to the
I shall be along in a ,flornent.,, lefi and cat off the Truiton' adwnce. The taiks spei across
Brother-Captain Ifunack nodded as carefally he made his the bafrzrcdlodscape and cmshedilXothe enemy, their guns
way down the treacherous mckface to the command post. b4Ary. A hundred square yads of the bmlefieli bumt with
a bri-ght, whitc light as the Tlaitors were
Gulliman lookcd across the valley, towards the clouds of feied fo a glowing
mesh of laser bolts.
smoka thol spruwled scross the horiun. Thoagh they were
half-hidden fo the thick red-brown plumes, he couldjust see "Make sure you keep them pinned down; they musn,t goin
the flaftened canoltaces of the Tmitor Warlords. the advantage."
At this range their huge boak banners were no more than His ahenalinfuwing and his mind mcing, Gulliman reeled
tiny black specks flufrering in the breeze, and the hundreds oul his commands. A company of Marines, na+' down to ha{
of armoured machines that swarmed arcund the Titans'
their original number, surged over the wreclcage of the
feet eyemy's vehicles. They mn low and hard, heading
lookcd less threatening than a swarm of ants. for the
abottdoned city tlwt smothercd one sifu of the volley, i*Ang
"The Word Bearen; the whole Chaper on the ftcld at once." to the shadows caused by the tall black buildings tiat ttonea
Gulliman allowed himself a ironi.c smih. out the darkcning sky,
'A rcnurloble everrl, even more so now thfu the Ulha nwrines With indoctrhuted calmness they set up a dcfensive position;
stand ready to face them." within minutes a streatn of cmck missiles screaneifrcm the
shattered windows, the whistle of theirftight puncnand hy
Gulliman heard trfurmck coming botk, the noise of his boots the sharp thud of another successful hi.
trying to get a grip on the rcckface brcaking &dlinwn,s silent
contempWion. Stmnded behind what little cover they hod, the Traitorc
coaldn't avoid the concentrated volley of fire that thumped
"Tb think it shoald come to this Prtmarch - Bmther venus into the dht arcand them. The casualties were uncountable.
Brothen" Gulliman nodded as lhrmck returned to hh side, many werc simplyburicdundarthe crumhlingruck. The pice
obviously upsetthatthe enemy were Marines. ,,May Horus in geneseed was high,
rot in oblivion for his treachery."
Gulliman nodded his approval to Karruck. ,,We have them
Gulliman undcrstood the Captain,s anger; he knew the men on the run, my friend, I think victory is close." He stared
were feeling it too. into the Captoin's eyes, his mouth tensed into a line, ,,The
Emperor is with us this day. We enjoy his. ..,' The sentence
'Aye, I(anack. Ihmn his eternal soul if you want, you must
trailed away as Gulhman watched the Word Bearen rullv.
admit though, the way he cauglx us was a mosterful strukc.',
The firct ftaiton that brokc cover were lorn apart, but wih
Ifurmck eilher didn't hear the comment, or ignored it; he each-saccessiuv wave they made morc grcund, until they were
was rnore wonied about the enenry, now only hundreds o! finolly assauhing the Ultrumarines' positions. Gulliman,s
yards away. Uryently, he requested that Gulliman give the men had lost the advantage, and were now easy prey to the
oder to fight. "The rnen arc rcafr1t and await your commmd, Tmilor Land Raiden,
Primarch." He had expected losses - but even Roboute Guiliman hadn,t
Gulliman stood for a moment, not taking his eyes off the anticipated what happened nert: aE one, the Wrd Bearers'
apprcaching Tluinn., A contmand I thougltt Id never rnakc, Land Roiden and Whirlwind missile carrien spun on the
I(amck; evenin nE mosttenifying nightmanes," He glanced spot and sgmyed the nearest building with-everything
over his shoalder ot the uncomtortable Coptain. ,,Give thern they had. The Ubrurium shook for a nornent, then caved
the commandto change, Captain, andpmy the Empernrwill in on itself in a cloud of dust. There was a deathly silence
as the rubble sefrled. Tbo hundred llltamarines were buried
foryive us all. TblI them they mast kiil their Broilter Morines.,'
alive.
A sheet of shells arced across the slcy, a cuftain of deuh that
Gullitnan cuned, and thumped a nearby tock in frustmtion.
burct the Word Bearen'runks in a stom o! greasy, bhck
The outcrop exploded in a hail of cihippingi as his
smoka and shrapnel, ftst
slammed into it, the impact of the power fiekt blnsting-the
The fint wave of troops disappeared as the grcund mehed, grunite apart.
the rcck becoming molten arcund theirfeet. Fifu vehicles
vanished in a mist of vapourised metal os they werc slowly
"Karrock!" GuUilnan spun round and snapped at the
stanned Captain. "Get me the Crotaline noi! We need
suckad into the lakc of steaning pbsma, the duil crump of enough-supponing fire n bla$ tha scum off ke
their power units sending columns of flane into the air as face o! this
planet." He twned to look at the Tmiton, his voie dropping
they exploded. to a hanh whispen "Even if they are Marines.,'
12
ALEEN RACES
ALIEN RACES
The Human race is not alone in the galaxy. Even as Human
Loyalist fights Human Thaitor on a million worlds, two
Human-like alien races threaten from without: the slim,
sophisticated Eldar and the brutish, green-skirmed Orkoids.
Physically, the Eldar are very similar to Humans, but
slimmer of build- Psychologically, though, they are very
different. Their sophisticated and aesthetic nature leads
them to discount Humans as foolish - but dangerous -
upstarts. Humans, for their own part, often regard the Eldar
as arrogant decadents. Despite this, the Eldar are deadly
and determined foes, often taking the field against the
Human Traitors for reasons of their own. Those few
Humans whohave been privileged to know the Eldar well
hint at some great catastrophe in the distant past, when
the Eldar themselves were all but destroyed by the powers
from the warp.
In addition to their infantry, the Eldar have developed a
powerful military force in tlre Scurathainn walkers, which
include crewed versions and walkers operated by the
mystical Infinity Circuit.
The Infinity Circuit is the basis of much Eldar technology.
It is a blend of artificial intelligence, burial chamber and
electronic personality construct, containing the
psychological and intellectual essence ofa dead Eldar. An
Infinity Circuit is regarded as a living thing by the Eldar,
keeping the name and status of the Eldar on which it is
based and treated with great respect. Infinity Circuits which
are used in weapon systems, such as the Tannascuratb
('Spirit Warrior') battle robot, are commonly addressed by
the title Tuisic h- Noaasmair, wlrich is roughly translatable
as "Lord-Phoenix".
The Infinity Circuit is also usedin the huge Caurifel,which
is generally considered to be the Eldar equivalent of the
Battle Titan. It is crewed by a number of Eldar and an
Infinity Circuit, psychically linked to form a single mind
capable of performing many simultaneous functions.
Unlike Human Titans, the Eldx Caurifelltando not have
void shields; they are protected by a system of defensive
screens, using holographic processes to refract and scatter
the machine's image and disrupt enemy targeting.
The Orkoids may be mone than one race; certainly they
themselves believe so. All Orkoids are green-skinned
humanoids, with a low level of culture and a brual, cunning
and violent natur€. Their main motivation seems to be a
natural love of fighting for its own sake, rather than any
imperial aspirations. They will fight any opponent,
anywhere, for any reason or for no reason at all; in the
absence of an opponent they will just as cheerfully fight
among themselves. The strongerfirce, called Orks, enercise
a harsh dominationover the weaker, called Gretchins. Their
technology is crude and often unreliable, and their tactics
are simple but often effective, relying on firepower rather
than strategy. Human commanders may look down on
Orkoids, but only a fool underestimat€s them.
The Orks have developed a number of weapon systems in
imitation of Human and Eldar technology they have
encountered, and a few other weapons of their own design.
Their technician caste of Mecbanlacs, or Mekboltz as they
are generally known, is highly adept at evaluating and
imitating discovered technology, and so Orks have their
own style of dreadnought, and their own style of Titan.
Like most Orkish weaponry the Ork Titan is of a simple
and sturdy construction, relying on a large cnew r:rther than
sophisticated technology.
13
IMPERIAL
ARCHITECTURE
Much of the fighting in the wars of the Horus Heresy has taken part in and around cities, refinery complexes, and
similar groups of buildings. Thanks to the Standard Tbmplate Construct, buildings of several common types are
constructed on most Imperial worlds using locally available materials. Using the Standard Template Construct means
that the appearance of a building is determined by its function rather than the materials of which it is constructed.
According to the resource base ofthe planet in question, this can be stone, brick, wood, coral, volcanic ash, compacted
inorganic waste or any of a hundred other materials. Thus, buildings of more or less identical appearance may be
found throughout the Imperium, regardless of all considerations other than function.
One component of this game is a range of full-colour building pieces, with ptastic roof elements. There are two basic
building shapes: cross and T:-bar, and two heights. Regardless of the building height, cross-shaped buildings hold
5 infantry stands, and T-shaped buildings hold 4 infantry stands. If you have the expanded polystyrene buildings,
from Adeptus Titanicus, the tall buildings hold 6 infantry stands and the low buildings hold 8 infantry stands.
│口 │ 111 11111 “
1“ i lll lllll :
:Jl: 幕峰 .
S‐
The complex organisation of the Adeptus
No world is an island within the Imperium;
Ministratum, or Administratum,
「 FI
is
each gains something from the rest of the
responsible for the administration of the
whole of the Imperium; it manages over a galexy, and each must pay its way. The
million inhabited worlds. Planetary worlds of the Imperium provide foodstuffs,
According to the provisions of the Codex
government buildings, records offices, machinery minerals and many other things
Exercitus, every Imperial world has a duty
taxation centres, and many more are according to their resources. Few Imperial
to raise and maintain its own planetary cities are without vast warehouse
controlled by the Administratum; they are defence force. Additionally, each city or complexes where these goods are collected
usually distinguished by the sign of the world forms part of a precinct where
Imperial eag:le over the main door. Many ready for shipment to other areas and
Imperial laws are enforced by the Judges worlds, and where incoming goods are
bloody assaults and valiant defences have of the Adeptus Arbites. One or more
taken place in and around urban and placed ready for distribution.
barracks will be found in most Imperial
planetary government buildings; they are cities, providing accommodation, training
natural command points, and the fall of the areas and armouries for the forces they
Administratum normally indicates the fall house. Much fighting has centred around
of the city. This building is often the these strongholds.
attacker's primary target.
■ ,∼ , ↑
, ■
i i 1: '
由目鳳
一L
蟄日風
m目饉
む日独
鍮日鳳
彗目風
l4
IMPERIAL ARCHETEσ URE
A city or industrial complex requires. vast Although much technology was lost during
quantities ofenergy, and power supplies are the fifteen centuries of the Age of Strife, the
a favourite target for attacking forces. The Imperium is by no means technically
nature of a generator will vary from world backward. Industrial complexes across the
to world. Fertile planets often use organic galaxy produce billions of items, from
or fossil fuels, while fusion grids and plasma clothing to plasma bombs. All of these
reactors are common on industrialised installations arc closely controll€d by the
worlds. Solar generators and geothermal Administratum and the AdePtus
Mechanicus, and it is not uncommon for
Ⅲ ⅢⅢ Ⅲ= 鵬Ⅲ Ⅲ
energy are also used where local conditions
Ⅲ==
ロ
0 0 0
︱
日
permit. These power sources, and the the workers in a factory to be completely ● IⅢ II。 1■ ‖
unaware of the end-product of their
ロ
菫
︱
│
ロ
guarded by the Adeptus Mechanicus.
︱
︱
the Manufactorium or industrial complex 。 日 1日 島● │■ 1日
ヨ
can deny precious resources to the enemy. ││111 ● 。 ││1日 。1■ │□
ロ
日│口 ││● 。 口 Ⅲl● 目 ■1日
ヨ
EIII ● 10 日│1日 ● 口■1副
ロ
日│11 0 ● ヨ ロ11● │■ IJ
O ロロ1日 ●│■1日
ョ
11111 0
‐ ・ 寧響`
111111
Brother Capnin Costnt stared at the holo ttyW to maka somc sense of the
buildings. One of them, he knew, was the command centre for thc reactionary
Imperiats; the othen, in all probahility, werc well-lad tmps. He had known
During the terrible wars of the Age of strife' Gregorius of the Wmnarines a long time - he had once callcd him friend
untold quantities of knowledge were lost, - and this guessing game was a defensive techniquo at which he excelled. The
and preserving that which remains has Wotld Men needed a swift, prche victory; it was up to him. Thc scotrt Minos
become a holy task shared bY the began to report, A white eogle settled on one buiHing. Mministtufion'too
Administratum and the AdePtus
of obvious; it must be a bap. (hher ieons olrpeared: a clrapel, three rcsidential
Mechanicus. In many of the larger cities
the more advanced Imperial worlds, an bloclcs, a genentortum. Costan smiled briefly - the plasma rcactor mast be
imposing Librarium building will house trapped; Greprius couldn't resist it. A nausoleum' hstan paused. To fight
thousands ofbooks and records, and make under the eys oI deod hemcs - iust Greprius' style. That was the command
them available to those Imperial servants centre. He issued orden for the assaull.
whose rank entitles them to access.
15
COMPONENTS
16
cOMPONENTS
RUBBLE COUNTERS
When a building is destroyed,
it is reduced to rubble;
instead of being removed
from the table, the building
UP COUNTERS
HEDDEN SET‐
All of the burst circles are ln tlne Aduanced Game there are rules
marked with numbered
for hidden set-up, where your opponent
arrows on theif perimeter.
These are used to determine doesn't know where your forces are at
the deviation of shots that the start of the game. Vhen you use the
do not land in the intended hidden set-up rules, you put hidden set-
place, and are fully up counters on the table rather than
explained in tlre Aduanced models, and convert the counters to models as your forces
Game rtles. are discovered.
Hidden set-up counters are numbered I to 12 so that you
FERST PLAYER MARKER can record which counter represents which infantry
detachment and which are dummies to fool your opponent.
During the game, it is
important to know who is SNAP FTRE MARKERS
First Player, because this
determines the order in One of the combat options in the game is
which actions carried out.
are Snap Fire. This is explained in the rules for
Thc First Playcr markcr is Tbe Combat Pbase. When a detachment of
uscd to kccp track of this;thc playcr who is First Playcr troops or vehicles has used Snap Fire, a Snap
kccps it on thc tablc bcsidc him Fire Marker is placed beside them on
the table.
ORDER COUNTERS
FOLDER SPINE INSERT
This rulebook is punched for storage in a Games lVorkshop
ring binder, so that you can keep the main rules and
supplementary material from t&bite Dutarfand 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
The order counters are used to record the orders given to another clear pocket on the spine to take the spine insert
an infantry or vehicle detachment for each turn. Each - then you can tell at a glance which folder holds which
detachment in the game will need four order counters, one game rules.
each of First Fire, Aduance, Cbarge and Fall Back. The
use of order counters is explained in Tbe Order Phase
section of each set of rules. THE F;LAYING SURFACE
SL'PPORT FIRE COUNTERS This is one component that you won't find in the box.
Space Marine is designed so that it can be played on any
In the advanced game, it is flat surface the size ofthe average dining table. Larger areas
possible to call down can make for bigger and more interesting games - so if you
supporting fire from off the have rwargames table so much the better - but as long as
table. The use of support fire
your table is at least I feet by 2 (f0O x 60 cm), you'll be
counters in explained in the
Aduanced Game section. 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.
17
懇
誦
,S蒻
雉
ヲ 蒻
、│1111(慕 ■
IT
│ヽ
│ヽ ふ:ミヽ
ヽ I■ ■
●│■ ││
On the white sand of the Tevhrc Plain, the Loyalist forces The opposingforces werc equal infirepowe4 skill andtemoun
gathered to smother the tlame of heresy. Wave after wave of But each was uncomprehending of thc other's loyolties. Afew
Marines cmshed against theirJoes. The resuh rr,v's olways the weeks ago they wouW have called each other brother; now the
same: a boiling storm of plasma firc and a mountain of bodies. differences between them nude them moftal enemies.
t8
ゞlド
tlヽ │
::iヾ ド
ヽヽ
││
雉
レ一
炒瑯
`
lヽ 辣
ξ
ざ褥
1‐
│ヾ
ざ
― ー :恙
ヽ11■
ミ
The Tiuns of bth side s strodc abwe the batlefrcld, their bannen The air was split by the swelling boom of auto cannon. A Tlaitor
held taut by a wind canied thal canied the stench of a thousand Tltan reeled backwards fiom the impact, ih splintercd catapoce
deaths. The Warp Runnerc confronted the Deaths Heads, showering down onto the Marines below. Its brother Ttlans
pausing in their advance only to level their weapons and fire. reodied their multi-launchen and prepared lor revenge.
19
VEHICLE RULES
The rules in this section tell you everythlng you need to know to ftght the huge armour battles
of the Horus Heresy. The armies of both the Impertum and the Re-bels lncluEe large numbers
of armoured flghting vehicles, and many engagements conslst of pure armour battils, wlthout
infantry or Titans.
Each type of vehicle has its own data card, which provides
all the necessary information to use it in the game.
A vehicle data card looks like this:
Arrnoured Vehicics
hfreti:11111111111111111111::=│:││ 11TI■ ││■ │││:3の ,
S▼ パvclMount― lcft sidc SwL 180°
S■ iVel摯 01nt■ lrightl糠 │││ ,S"RI1111■ │11801,
Swivcl Mount― front SwF 180°
S■ ,ve=Mlunt■ ●ack,││■ : ISWBI::=11■ 1180,
Fixcd Mount― front FxF 90°
rixed,M6● nt llback111:│=: 1雌,■ ■ ■1,90,
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 Tbe Combat Pbase.
For example, the Land Raider has the following
weaponry: las-cannOn SwL2, las-cannon SwR2,
heavy bolter FxF, heavy bolter FxB. This means that
is has one two-barrelled las-cannon in a left side
Name: The name and type of the vehicle. swivel mount, one two-barrelled las-cannon in a right
Weapons: The locations of the weapons carried by the side swivel mount, one heavy bolter in a front fixed
vehicle. mount, and one heavy bolter in a back fixed mount.
Close Assault Factor (CAF): This number represents how
effective the vehicle is in a close assault against infantry, RH:NO
and is only used with the .lpace Marineinfantry rules. The TuFret{Tt)
360。
higher the number the better.
Some vehicles have two numbers, separated by a slash (/y;
the first number is used when making an ouetyun 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.
Savlng 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 aduance rate, and
the second number is its charge ra;te.
Battle Rattng (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. LAND RA:DER LAND RA:DER
Swivo:Mount‐ brt.`0 1swL) Fix● ●Motlnt― front iFxF〕
Swivel Mount‐ ●{SwR〕 Fixod Mount‐ back lFxB,
Remarks: Any further information about the vehicle is 180。
"ht B“ 900
covered here.
20
VEHICLES. DETACHMENTS
WHAT IS A SCENARIO"
V EFIICLE DETACI{TVIENTS
A scenario is basically a set ofnotes, telling you all you need
All vehicles must be organised into groups of two or more to know about the battle you are going to fight. It will tell
machines, known zs detacbments. Every vehicle in a you which forces are involved, what vehicles each player
detachment must be no further than 6cm from at least one has (or sometimes, how many points each player has to
other vehicle in the detachment. In addition, all the vehicles spend on vehicles), what each side's objectives are, and so
must be linked together to form a 'chain' without any gaps on. You will find a range of scenarios at the end of the
of more than 6cm. vehicle rules section, but for your first game, we'll use the
Sometimes vehicles in a detachment will become separated following scenario:
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 Tbe Order Pbase) and must move into an A force of Imperial Land Raiders has been ordered to
acceptable formation as soon as possible. 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.
歴馳 増 Imperial Force: 6Land Raiders, in 3 detachments of
2 vehicles each.
Rebel Forcez 6 Lend Raiders, in 3 detachments of 2
︵︵
vehicles each.
6cm 6cm
LEGAL FORMAT10N Victory Conditions: The last player to have an
彎
operational Land Raider on the table is the winner.
Next, find the data cards for the Land Raiders featured in
iLLECAL FORMAT:ON the scenario. In the first scenario, each player will need
6 Lrnd, Raider models.
Each Detachment needs a full set of order counters - one
STARTING THE GAME each of Firct Fire, Aduancg Cbatge and Fall Back. Separate
First, read briefly through this section of the rulebook. the necessary counters fromthe countersheet and give each
Don't try to learn the rules as you go; just read them player as many as he needs - three ofeach, in this scenario.
through so you get an idea of where things are in the Place all the buildings in the lid of the box. Starting with
rulebook. The best way to learn the rules is by playing the the Imperial playeg each player should take it in turn to
game - so let's get started! place one building on the playing surface - anywhere he
likes - until all the buildings ar€ on the table.
SETTTNG UP
Finally, each player rolls a D6, and the player with the
First, you will need to find a suitable playing surface. Any higher score may choose which edge of the table he will
table or eret of floor 3 feet by 2 will do just fine; larger set up on. Reroll in the event of a tie. He may set up his
areas are even better. Ner(t comes the scenario. vehicles anywherc along that side of the table, within l2cm
of the edge (unless the scenario states otherwise). The other
player must then set up on the opposite edge, again within
We are the sword of fire with which the Tmilon shall be l2cm of the edge unless the scenario states otherwise.
cut down. If a specific instruction in a scenario ever contradicts these
- Commander Marren Ragno, Blood Angek general notes, always assume that the scenario is correct.
Now, you're ready to play.
21
VEHICLES. SEQUENCE OF PLAY
22
VEHIcLES
"Comtnander?"
Rogal Dorn looked up from the holo. Four of the Adeptus
Custodes stod before him, stilf with formality despite their
wounds.
"Vlhat is il?"
His voice betrcyed his exhaustion. The bafrle had
raged nearly five days. Horus had tallen upn the palaae
for
like a wolf on a hen-hoase. The south and west si.des were
hoHing, but al a cost.
"We are cotntnanded to escorl lou to the Empemn At once, if
you will." Dorn nodded.
"Yonnad! Thlro over here! Expect a second thrust at the Lion
Gae - hold your reserte for it. Anything ehe will prcbably be
afeint. Keep tencing on the &ernity Wall - don't give them a
chance to setle in. Hold things down till I get back!"
Outside, the sky flashed bright wilhfire and plasnu. The rebels
were getting closer-thcre was no doubtof it. Dorntoundhimself
hoping that the command chamber wouW still be there when
he got back. He climbed into the back of the Custodes' gav-
pod, and it shot across the Square of Purily into one ofthe greot
openings in the wall of the Inner Palace.
At the tar end of the chamber, the silver gates opened, The
Custodes flankcd him, and Dom nurched into thc presence of
the Emperor.
"No formalilies, Rogol." The quiet, clear voice stopped him
in mid-genutlcction. "TIme is shorl, and we have knov'n one
another too long." Dom snaightened up.
"The Imperial Fists fight well, Rogal. But we both know the
defencewill not last fur ever. Even so, you and thc lVhilescan
have bought precioas time, and I've not wasted il.
"While you fight with boller, laser and pltsma, I have fought
in nry own way. And I have found the shoftest rwd to victory
as f,uss wouU say. In less than one minule, lour mnn Yonnad
will be odercd to telcprt oll the assanll troops from your rcserte
to a locotion I have given him. My Custodes will teleport at the
sane time,
"I want you d my side, Rogal. Tal@ ap your weapons. We arc
going to fou Horus in his own command chatnben"
力ИPERん 4Z σOMMAノ VDER ROGz4二 DORⅣ
VEHICLES‐ MOVEMENT PHASE
Thus, at the start of the first segment, all detachments with MINIMUM MOVE
fall back orders have their order counters revealed and are
moved. At the start of the second segment all detachments A vehicle can be moved any distance up to the maximum
with charge orders have their orders revealed and are for the orders it received that turn including making no
moved. In the third phase, all detachments with advance more at all. For example, a Land Raider has a speed of 16124
orders have their orders revealed and are moved. on its data card, so its charge move is 24cm. Thus, a Land
Raider with charge orders can move any distance from O
Detachments with first fire orders have their orders revealed to 24cm in the charge segment of the movement phase.
at the end of the movement phase, or when any unit in
the detachment is picked to snap fire (the rules for snap Exception: Vehicles with fall back orders /nust move ar.
firing are in Tbe Combat Pbase rules section). Ieast 4cm.
You may find that you lose track of which detachments CHANGING MOVES
have which orders, so you are permitted to look at your
own order counters secretly at any time until the orders Once a player has moved a vehicle and removed his hand
are revealed. However, if you do not reveal orders at the from the model, the move mry not be changed. The
appropriate time in the movement phase, the detachment Detachment Commander is committed to the move. and
loses its orders for that turn, and is treated as having must go through with it!
no orders.
MOVE DIRECTION
Optional Rule
Vehicles must always move straight ahead, and can only
As an optional rule, you may prefer to reveal orders in the
change direction by making turn. As we have already
appropriate segment of the movement phase, thus helping
explained, the number of turns^ a vehicle may make during
to build up a little tension ('Well, tbey didn't tnoae in tbe its move depends on the orders its detachment has been
cbarge segnrcnt - so baue tbqt got aduance orderc, or haue given (see Mouelnent Segtnents).
tbqt got first fire?').
24
VEHlCLES‐ MOVEMENT PHASE
ATTACKING DURING
THE MOVEMENT PHASE The beam ol light hil the missile laancher in its side,
detonating the unfired shells . There was a blinding flash
Most combat in Space Marine takes place in the combat
and the Marine dhappeared, leaving a gaping hole in
phase. However, certain attacks may be made during the
the ground and a red mist in the ain The Imperial Fists
movement phase: scottered.
Move the vehicle model into contact with the enemy. Then They had started to file into the forkened hallway when
both players roll a D6 and add tlre opposing vehicle's AR the second floor shufien werc thrcwn open and a handful
to the score. of grenades vas thrcwn into their runks. It wos a fiap.
If the scores are tied, both vehicles suffer superficial The sfieet becone a storm otshrupnelasthefug genades
damage. expladcd, tearingthe Imperial nrts oryrt. llfiilr.in seconds
25
VEHICLES‐ COMBAT PHASE
26
VEHICLES - COMBAT PHASE
27
VEHICLES‐ CoMBAT PHASE
勒 ‐
Tf 2Ocm
36cm 172c・ m `■
4‐ 1
(F)
16.│││
61■
151■
Instead of making a normal critical hit roll, roll lD6: 1-2 = Deflected, 3-6 = Superficial damage.
May only fire if attacker has first fire orders. Ignore normal + I modifier to hit for first fire orders.
:懸 t∫ 開Ъ lrdc● ‐
-1
ttt‐ ■
+AR
{織I暑背
ギ機
Attackcr has chargc ordcrs
rdeFS +11
1
28
VEHICLES‐ SCENARIOS
i,ami",1'
29
VEHICLES‐ SCENARIOS
30
REFERENCE SECTION
This section includes all the charts and tables from the game, presented together for ease of
reference'
轟恐
毅 鮮 ,■ 1■ │● │││││.1億 ⅢI“ ││ S■■ 1801
swivel Mount‐ front SwF 180°
lChl絶 rll 16c轟 11■ i ‐
Fall Back i``■
2
May not attack S■ ive,MIIIIl bac=│■ ■ 1101
Fixed Mount‐ front "B
FxF 90°
Notes
‐
rixed Moint‐ │lbackl lll FxBI 901
I Support weapons fall into two categories, ligbt a,nd heauy'
as shown on tlr'e Infantry Thrgets weapons Table
2 Infantry equipped with iump packs may move 3O cm under Tb be surc, our vehiclcs an smdl - smaller than the Eghtest
these orders. Titan. They mount only the smaller weapons, and lack
I Infantry may make any number of turns during movement. the protection of even a single Void Shield. We may be
4 Infantry embarked on vehicles follow the movement rules blasted to ash, or crushed underfoot.
for the vehicles. The infantry may disembark at any point
in the vehicle's movement, and may then move as infantry But there are many of our small vehicles . There are many
in the same movement phase. of our small weapons. Even rhe deadliest Tilan will tokc
5 Infantry may only move into close combat with charge some time to kill all of us. And therein Ees our vhtue,
orders.
6 Infantry may ent€r an unoccupied building if it is in base for in that time, our li.ttle weapons may kill him.
contact with the building at the start of the movement phase. - Brcther-Cafiain Hardur Monen, Space fiblves Chaffer
31
REFERENCE SECT10N
WEAPONS TABLES
Thcsc tablcs uni″ all thc wcapons tablcs in this gamc,and thc wcapon tablc from
И″p′ ″S ri″ ″c″ s
麒 醐 1=長 1111
辮 轟
weapon l Range TO Hit Roll Critical
Short ■onQ Short Long Hit Roll
Light wcapons
距驚禦
ま I‐ 11‐
121“
24cm
‐
│,││││
6+(F)
1611
Hcavy Weapons
A● tOIを 螢hnO■ │■ ■■ 360轟 7121ml ■51+││ 161キ ││ 161=
Las‐ cannon 30cm 60cm 4+ 6+ イ+
MiS11111111● ChO「 │││ 3161轟 712Cm ■51+││ ■61■ ││ 151+│
Multi‐ launchcr 36cm 72cm 4+(B) 6+(B) 5+
Multilm`ltal■ ││││││ 12cml 24さ 轟│ 151+││ ●61■ ││ 131■ │
HCa` γ plasma gun:
Sustaincd 20cm 6+(F) 6+
Maximal 36cm 72cm 4+ 6+ 5+
‐
蹴 cannon
纂ギ 1::l:‐ 72Cm 〕10) ‐
21+│
Macro― 72cm 3+(B) 3+
NCy「 ES
Roll lD6; 1-2 = Deflected, 3-6 = Superficial damage.
May only fire if attacker has first fire orders. Ignore normal + I modifier to hit for first fire orders.
Note that the ,B4sic weapons used by infantry do not affect Titans or vehicle s, nor do heavy bolters or vehicle mounted bolters.
輻 轟 難
Range To Hit Roll Saving Throw
Weapon Short Iong Short Long Modlfler
轟搬ザ
Boltcrs 12cm
111"│
2`cm
14:キ
5+
`
Light wcapOns
0 一1・一
llasmlLIIII:11111111111 11Ⅲ │
I :`Ⅲ 4‐ 1511
15111
│
=I
Multi― launchcr 72cm '21轟 5+(B)
Mtiti島 姜:Й IIII■ ■■■ ■2お 正 21`さ m │1411■ │ ,│■ :
l颯≒│ 200轟
36c晨 `輸
72で 轟 (=)
`│(DI
`■
161tr)
│`││て ,)
12
12
NOTES
I 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 th^t the plasma gun rcfened to in the Adeptus Titanicus rules is the beauy ptasma gun.
32
REFERENCE SECT10N
6 or mOrc
2151■ ■││ 辮btttt6■ ヽ おLぎ
l or icss
“
fall back,rout tcst2
雛器計 F者 ピ
ー
躍議 轟盤亀罵IttIII■ ■ 1
Detachmcnt given fali back ordcrs iast turn -1
Notes
I Detachments with no orders may not move, and fire in
the advance segment of the combat phase.
2 The player must roll lD6 for each stand in the detachment.
On a roll of I or 2 the smnd routs, and must be removed
from play.
Moving into close combat: lnfantry may only move into base
Note that alehicle or infantry stzndmay onlyfire in the segment contact with enemy infantry or vehicles if they have charge
indicated by its orders for the turn. orders for that turn.
l. Check that the target is within: Firing at attackers: If an infantry stand has first fire orders,
a. line of sight from the firer; it may fire during the movement phase at any infantry stand
b. fire arc of weapon(s) being used; which is moving into close combat with it. This is the ozl7
c. range of weapon(s) being used. firing that the infantry stand may carry out in the turn.
ps56lylng close combat: This takes place in the close combat
2. Measure range - check against appropriate Weapons Iizble
to find roll required to hit. segment of the combat phase. Where a close comblt is one-
on-one, check the infantry data card to find the close assault
3. Check Firing MMtfters Table and adjust roll required to factor(CAF)for the attacking stand. Roll one dice, add the CAF
hit as appropriate. If the final required number is more than and add any appropriate modifiers from rhe Infantry us
6, consult t}J,e Martmurn to Hit t,;ble. Infantry sectionofthe Close Assault Thble. Repeat the process
for the defenders. The stand with the lower final score has lost
4. Roll dice to hit - one dice for each barrel in the case of multi- the close combat, and must ma.ke a sauing tbrow to avoid
barrelled weapons. destruction, just as in normal combat. In the case of ?tie, botb
sides must make saving throws.
5. Discard dice which roll less than the required number to hit.
Vehlcles ln close combat: Vehicles in base contact with enemy
5a. If the target is an infantry stand, consult the appropriate infantry are assumed to be in close combat. Close combats are
daa card to find tlre saaing tbrora number. Reroll all dice which resolved as normal, except that a different set of modifiers is
hit; if any rolls less than the saving throw number, the stand used. When rolling for vehicles, use the Vebicles us Infantry
is destroyed and removed from the table. section of the Close Assault Tizble; when rolling for the infantry
6b. If the targer is a vehicle, consult the Vebicle Target weapons use the Infantry us Vehicles section. Nore that a vehicle data
Thblc to find, critical blt roll. Rreroll all dice which hit. If any card has two CAF values: always use the second for resolving
dice rolls equal to or greater than the critical bit roll for the close combats with infantry.
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 saulng tbrou 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.
Speclal cases: note that there are special rules relating to
weapons with burst circles - m?fked,(B)onthelYeapons Tabks
- weapons withfollowingftre captbility - marked (F) on the
tfr'eapons Tables - andplastna weapons. Consult the full rules
when using such weapons.
Roll reqvircd is
6 followed by: 1+ 5+ 6+
33
REFERENCE SECT10N
BrarL′ ′働 ′
″商 ″ε″″ ル B“lc I肋 〃 arttθ sPac′ Slowly, he feh his mind grcv: detachedfrom the motion,
開 ッじs sttθ m″ ン 動 θ助 ″R磁 ″加 cttЛ 彙″ 暉 湯控 the noise and the ever-changing light. The great twin las-
α
s″ ■θ ′α εrass″ θわル ′働`脱
θ″′ Jtts力 θ
″ cannon on the Land Rnider's potl side moved smoothly,
″′
′ “
λras″ ′″″ル″θ "g″ “ "4αα
ルri4FstigFsげ “
Sra7ο ″Praas“ ″ sconed the positian. Thel
following his eyes as they Rebel
g“ αtte■ ′ο″ οsilen′ りり晟s,clea"ag
He ca"`θ ″′ ″ο fired, and a Rcbel l-and Rd.der bunt likc a food sac in
力お ″ “ `λ an airlock. Still the great lasen moved, firing seemingl!
"a of their own volition as Culverin watched. A second Rebel
`0“ θα″ ι ″ ο″α″″″口月 ろ
ゐ′″θ
Land Rnider died in a gout otflame. Culverin was dimly
"ο
0″ ′うθJ“ g読 ″ α Jみ
aware of heot, and thc smeU of buming, but they seemed
動お04′ おル "″ cθ ″
"″
″ "滅J嘔
aFレ
to come from another world. He was one with his
A″ 溜′″sra2お ″θり み′
辱 S″JJ.'
las-cannon.
“
34
VEHICLES‐ SCENARIOS
Imperlal Player:
8 Land Raiders, in 4 detachments of 2 vehicles etch. 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.
Histodcal Background:
The conflict popularly known as the Erssian Bloodbath saw
actions on every conceivable scde and with every available
force and combination of forces.
As a massive Imperial ask force advanced upon a complex
thought to house the stolen body of tXrarmaster Horus, the
Rebels threw every available resource into its defence. Large-
scale battles were fought across a front over fifty miles long,
and armoured skirmishes like this one were commonplace.
35
Brother-Captain Gatham looked in horror at the broken, bloodied corpses of his men. They clung to the shattered pillars, held
by thick ropes of steel that cut into their limbs. All were dead.
Gatham silent$ put down the viewers, carefully laying them on a nearby rock. His voice was shocked and quiet. "How could
they? How could they do that to their Brothen..."
Then something snapped. Gatham turned and spat into the dirt, damning the Traiton' souls under his breath and bringing
his gloved fist down onto the rock. "They will pa.y for their blasphemy. Every last one of them will pmy for death when I have finished."
36
The staircase erupted, scattering rock across the temple floor. The Ultramarines' bolters burst into life, spraying the enemy's
ranks with a hail of exploding shells. Dozens of Traitors fell as the Ultramarines advanced, pushing them towards the altar
The last seven Sons of Horus stood ready for the coup de grace, awaiting Gatham's revenge.
The Ultramarines' bolters lit up as one, throwing the Traiton backwards. Their bodies jerked as they were torn apart by the
falling in a crumpled heap at the base of the pillars, Gatham nodded, satisfaction evident in his expression. "For
shells, ftnally
the Brothers, They have been avenged."
37
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
defeatlng Land Ralders and even the mighty Titans themselves.
In Space Marine, infantry are organised into stands. Each INFANTRY DATA CARDS
stand represents a group of 5 Marines, trained to move and
fight as a team. Each type of unit has an infantry data card carrying the
Each member of an infantry stand is armed
following information :
with a basic
ueapon bolter in the case of most Marine stands - and
-a
in addition, stand may have one or mot€ support ueapons
a
to provide extra firepower, such as a missile launcher or
heavy bolter.
TYPES OF
IEヽ 日FArヽ 日「
可 RY S句 rrヽ ND ͡
38
INFANTRY. DETACHMENT
DETACHMENTS DISBANDING
If an infantry detachment finds itself out of formation' you
Infantry stands must be organisedinto detacbments inthe may choose a disbandpart of the detachment rather than
same manner as vehicles. All of the stands in a detachment giving the whole detachment advance orders to bring one
must be of the same type, and a detachment may not stand back into formation.
include both infantry and vehicles (though a detachment
Disbanding represents the infantrymen scattering and
of infantry may, of course, be embarked on vehicles that
retreating to a rallying point off the battlefield, making the
are part of a separate detchment).
maximum use of smoke and cover as they move. They are
Like vehicle detachments, infantry detachments ,nlst concentrating on making it to the rallying point, and play
remain within 6cm of each other, with no gaps of more no further part in the battle. An infantry stand that is
than 6cm. If the detachment is split by more than 6cm it disbanded is treated as destroyed, and removed from play
must be given advance orders next turn, and must move immediately. You may disband stands at any time in the
back into an acceptable formation as soon as possible. turn sequence, removing the relevant sands straight away.
Standard infantry detachments are listed in the scenarios Although it destroys the stands, you may wish to disband
and in the section on Designing Your Own Forces in Tbe part of an infantry detchment to avoid the detrimental
Aduanced Game. effects created by formation restrictions. For example, if
you don't want to give a detachment advance orders iust
DETACHMENT COMMANDERS to reform a single stand, the separated stand could be
An infantry deachment is alwaysledby acommande4who disbanded instead. Perhaps a couple of stands may have
is vital for its effective control. The scenarios and army survived the destruction of a vehicle, while the rest of their
lists state how many commanders each detachment has. detachment is still safely embarked and moving on. To
maintain formation, all the vehicles would be reduced to
Each commander must be attached to a stand in the
moving at the same speed as the disembarked infantry
detachment, and must remain with that stand throughout
stands. Disbanding the two stands on foot allows the rest
the game. Only one commander may be attached to a sand,
of the detachment to continue moving at full speed.
but a detachment may have more than one commander.
When an infantry stand is destroyed, an attached
commander is also killed.
Brother-Captain Fenlan opened the Rhino's hatch and
To indicate that an infantry stand has an attached pokcdhis head out. He caughtthefaint stench ofsulphur
commander, the stand is marked with one of the plastic in the air before his respinxor rattled into life and fihered
banners. it out. Checking the seals of his suit, he cast a glance
towards the enemy.
If an infantry detachment does not have a commander, it
must make a morale test (see below) at the start of each The Traiton were just visible on the hoizpn, the pure
order phase. white of their uniforms a stark contmst to the featureless
red sand that stretched as far as the eye could see. He
A stand with an attached commander has its close assault
tried to make an estimole of their numberc, but the heat
factor increased by +1.
haze distorted his vision; he guessed there were about five
thousand. but it could well have been twice that number.
MORALE TESTS
As for his own side, they hadjust under seven thousand'
At the start of the order phase, any infantry detachment
without a commander must make a morale test. The two sides charged. Fenlan's Salamanden drove into
the centre of the Death Guards, a column of dark green
The player rolls a D6, zddingany morale modifie,'s to the
cutting through the Trailor's white. Along the edges of
score, and consults the Morale Thblcbelow:
the column there were bright veins of flashing light as
the Marines exchanged shots. Wth painful slowness the
華
il婁華難難華:灘懇轟蠅 ::華 華
華:轟彗
:華 green mass began to spread sideways, clearing itself a
pqth with heaty bolter fire, pushing forward over the
Modifled bodies of the fallen.
Dice Roll Result Permitted Orders
The rest of the Salamanders' swung around the Death
6 or morc
Guards'flanks, trying to surround them and box them
Fall back
inch of gmund, simultaneously pushing back the tlanking
l or lcss
force and squeezing the line oftroops that bisected them,
Notes isolaing il within a circle of their own rnen. Suddenly
caught with nowhere to run, the Salamanden'mainforce
l:Detachments with no orders may not move, and fire
was slaughtered; within a matter of minutes every lnst
in the advance segment of the combat phase.
Marine was blown apart, his hroken body trampled
2: The player must roll a D6 for each stand in the underfoot,
detachment. On a roll of I or 2 the standrouts, and must
Fenlan wotched as his troops began to lose the advantage,
be removed from play.
his despair becoming strcnger as each explosion srnashed
their runks. His hand shaking, he pickcd up the comlink.
Morale Modlflers
"Brother Captain Fenlan. Treab's World, Northern
Sulphur Desert. Request immediate reinforcements. We
3:こ 出翼:::紹T″ 轟 器躍罵Ⅲ
Ⅲ│■ ぢ 1機
Dctachmcnt givcn fali back ordcs iast turn:=‐
-1
are engaged in combal with a larye Traitorforce, and are
sustaining heavy losses."
39
INFANTRY″ ORDER PHASE
40
INFANTRY . MOVEMENT PHASE
CARRYING口 NFANTRY IN VEH口 CLES Show that a stand has entered a building by placing it on
the roof, at any point not already occupied by another
The data cards for some vehicles sutte that they may carry stand. A maximum of four infantry stands may be placed
infantry. The processes ofgetting infantry stands on and on a T:shaped building and a maximum of five stands may
off vehicles are known as embarking and disembarking be placed on a cross-shaped building.
fesPectively.
An infantry stand inside a building which has advance or
To embark, a stand must have advance or fall back orders, charge orders may move to any area on the roof during the
and the vehicle must have first fire orders. As long as the movement phase, or may leave the building. Stands with
stand can reach the vehicle, they may embark. Embarked fall back orders must leave a building if they are in one.
stands are removed from the table, and the player makes Stands leave buildings during the movement phase. Place
a note of which vehicle they are in. In following turns, the
the stand at any point beside the building that is not
vehicle moves and fights normally, taking the infantry with
occupied by an enemy stand, and then move it normally.
it until the infantry disembarks.
An infantry stand with advance or charge orders may COMMAND CONTROL IN BUILDINGS
disembark from a vehicle which has advance or first fire Infantry stands within the same building always count as
orders. If the vehicle has advance orders, the stand may being within 6cm of each other with regards to detachment
disembark at any point during the vehicle's move, and then formations. A stand that is within 6cm of a building, or
move normally itself. Vhen a stand disembarks it must be is in another building that is within 6cm, counts as being
placed next to the vehicle it is leaving. The stand may not within 6cm of any stands inside the building.
﹁
fire on the turn in which it disembarks, but it may take part
√ヽ
タ
in close combat if it has charge orders. A sand with advance
.
orders may not disembark into contact with enemy stands.
。
.
.
´ヽ
Note that embarked sands 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.
4l
INFANTRY″ COMBAT PHASE
A回
weaPons.
B
回
NUMBER OF T:ARGETS
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 wezrpons.
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 examplg 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 Stand l has no LOS to stand B
infantry. These weapons may not be used against non- Stand 2 has no LOS to stand A
infantry targets.
At the start of the combat phase, t player may declare that
TARGETING INFAIYTRY STANDS any stand in a building is biding. A stand that is hiding
Fire against infantry stands must always be directed at the cannot see out of the building, and cannot be seen, even
closest stand which is in the LOS and fire arc of the firer. if the LOS is drawn through a wall that the sand is touching.
If two or more targets are at the same range, the attacker Stands that are hiding may be attacked in close combat,
may choose which is attacked. Burst circle s must be placed which is covered later on.
42
INFANTRY″ COMBAT PHASE
制
躙
鸞難華華難晰 躙
Range To Hit Roll Saving Throw
Weapon Short Iong shOrt Long Modifier
Basic Wcapons
3olllPiSt01SI I‐ 18Cml 4‐ +
24cm
│
Boltcrs 12cm 4+ 5+
I
Heavy Plasma Gun:
- Sustained 1210● 400m n: ‐
61+
- I\{aximal " 17121こ m‐ 51
Notes
Infantry units q'ith charge orders may only attack in close combat.
I - May only fire if attacker has first fire orders; the firer does not receive the normal + I modifier to hit
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.
Attacks by infantry on vehicles are handled in the normal Note that saving throw modifiers on the Infantry Thrgets
way. Attacks on infantry stands (by any firer) are handled Weapons Table only apply to infantry saving throws - for
a little differently. vehicle targets always use the saving throw modifiers on
the Vehicle Thrgets Weapons Thble.
If a hit is scored, the target must make a sauing tbrou -
no critical damage roll is required. If the saving throw is CASUALTIES TO EMBARKED INFANTRY
failed the stand is destroved and removed from the table.
If a vehicle suffers critical damagq any infantry stands it
is carrying are destroyed. Ifa vehicle fails a saving throw
Do not speakto me otvictory, I count nothing as ictory and is destroyed, any stands it is carrying must make a
while one Rebel heart still beus. saving throw to survive. Ifthey do, place them beside the
wrecked vehicle. Stands that survive the destruction of a
- Commander Marren Rngne, Blood Angels transporting vehicle may not do anything else for the
remainder of the turn.
43
INFANTRY. COMBAT PHASE
44
INFANTRY
45
INFANTRY″ SCENARIOS
One new scenario, Cityfigbt, is presented here, as well as Note: Unless stated otherwise, the Vistory Conditions for
additions to allow you to include infantry in the standard the standard scenarios are unchanged.
scenarios presented earlier. We recommend that you play
Cityfigbt first, to get used to the rules for infantry stands, ENGAGE & DESTROY
buildings and close assaults. Add one Rhino Detachment and one Thctical Detachment
to each side. The last player to have any operational vehicle
CITYFIGHT! or infantry stand in play is the winner.
At the heart of the city, in no-man's-land, stands a vital
power transmission centre. W'hoever can capture and hold coNvoY
this building wins control of the city. Each side receives one Devastator Detachment. The
Imperial Player: I Thctical Detachment, I Devastator Imperial Detachment starts embarked on two of the Rhinos
(2 Stands per Rhino), and the Rebel Detachment starts in
Detachment and I Assault Detachment.
any building within J0cm of the Rebel player's table edge.
Rebel Player: I Tactical Detachment, I Devastator
Detachment and I Assault Detachment. THE SPOILING ATTACK
Special Rules: Place a building in the centre of the table The Imperial player begins the game with two Assault
- this is a power transmission centre. Each player then takes Detachments, embarked on any of the Vhidwinds (2 stands
it in turn to place a building on the board. Buildings must per Rhino).
be placed within 6cm of an already-placed building. The The Rebel player receives one Devastator Detachment
First Player may set up his forces in any buildings that are which may be set up at the start of the game, and one Assault
closer to his edge of the table than his opponent's. The Detachment with his reinforcements.
second player then does likewise. Neither player may set
up in the power transmission centre. The power THE TRAP
transmission centre will neuer collapse due to damage. The Imperial player receives two Thctical Derachmenrs,
Victory Conditions: To win the game, a player must have which start the game embarked on the Whirlwinds. The
one or more stands in the power transmission centre for two Devastator Detachments that start
Rebel player receives
one complete turn, with no enemy stands in contact with the game in any building that is at least l6cm from any
the building at the end of the turn. Imperial vehicle.
Historlcal background: Fighting in a close urban ALL OUT WAR
environment, from street to street and building to building,
is the kind of warfare where infantry is indispensible. The
Both sides receive two Tactical Detachments, two
Devastator Detachments and two Assault Detachments.
campaigns of the Horus Heresy and the Scouring saw
These detachments enter play embarked on the Whidwind
literally millions of such actions, with vicious fighting to
Detachments, in the following order:
take command of key installations. Perhaps the most
celebrated such action is the storming of the Rebel lst Whirlwind Detachment: One Thctical Detachment
command centre in the capital city of Rykstag on Baztel 2nd Whirlwind Detachment: Two Assault Detachments
3, where the Space Wolves carried the day against the 3rd Whirlwind Detachment: One Thctical Detachment
Emperor's Children Thaitor Marines. 4th $(rhirlwind Detachment: Two Devastator Detachments
The Space Wves' Land Roiden hit the bees at speed, feAing men trying to stand, the huge towerc swayedtor a ntoment,
the huge trunks likc machsticks as they lollowed the World then cane crushing down in a cloud of shattered masonry
Ealerc into the woods. The grey tanks cut great swathes and splintering ghss on the Minos below. The caryet of
through the underyrowth, leaving wide, flafrened tmcks of vehicles was crushed under tons of rubble, their tracks
foliage in their wake. squealing as they sought to get a gnp on the muddy earth
and escape. Lcss than one infifty got out, only to be picked
For a moment the noise of banle was dulled as the l-and
Raiden stoppedfiring, trying to find a torget onongst the off by a banqe ol missiles thot slannmed into their battered
Tiaiton that weaved out of sight among the da*, oppnessive hulls and ripped them apart.
tnees. The World Ealers' Land Raiders thundered towards the
rubble, lurching across the brckcn ground. They disgoryed
The si,lence was bokan by a series of *plosions and a bright
a dozn squads, who clambercd over the ruined walls looking
flash of searingwhite light as severulWorldtuterWhhlwind
detachments openedfire on the woods from a nearby hill tor sumivon. Any thot were found were shown no merqt.
The Tmiton wene rnen possessed, ruthless in the slaughter
top. The whole forest was consumed wilh a suilen flah as
of their brcther Marines.
the flames caught the Lond Raiders' fuel tanks. The Space
lVolves' scrcatns echoed acrcss the volley as they werc blasted The low chant started on the edge of the woods, where
apart, unablc to escape from the metal death-trups. The Chaplzin Rennan shouted ihe teniblc oath, and it was piclced
Tlaiton werc lucHen They spewedtrcm the edge of the wod, up by every last Vlorld futer thot stood on the fuld. The Space
running oheod of the inferno their own side had creoted. Wolves paused in horror at the bastardised pmyer; it was
the pmyer of the Heretic.
The cuftain of mhsiles swung acrcss towards the huge tower
bloclrs that lay olongside the wood. The buildings shook as "Honour the cratt of war, for only Horus is higher in
thc barmge poanded into theirfoundotions. Ukc drunkcn our devotion."
46
INFANTRY - BUYING YOUR FORCE
Notes
For e:rample, if you have overspent by 55 points, you will
l: The Imperial player must buy one standard Rhino
lose a detachment if you roll 3 or more; if you roll I or
detachment; this is the convoy his other units are
2, you've got away with it! A roll of I always means that
protecting.
you keep all your deachments, and a roll of 6 alwaln means
2z The Rebel player has l3OO points to spend on his that you lose one.
starting force, and 11OO points to spend on
reinforcements.
"Non, wlutwotrWGamtb? He usually bringthis troops
in under Land Raider
cover, bat that was before..."
hotherC;afiain Tobias tappd his fingen qainst the edge
of the desk. His voice fuopped, the dismcyed statement
offact punctuded by a sigh. "Thd was betorc he betruyed
Detachment the Emperor's trust."
TYPe Units No&η pe Battle Ratin嘔 Tobias turned to Stala nant, his Licutenarrt of twenty yean
and the longefi seming Marhe in the Chapten "I sagest
輔 :1減 ■■■ 1411Tactitall:Sltandsllll ,9911poiⅢ II we send in a doan detuhncnts of Yfhirlwittds to box
D畿 1基 盤 通│ ppOFt'S■ 轟││││ Garant's men in. The Land Rdden will find it tlitficuh
21C●面 轟deFSIIII to,ntnoeuvre ornongst the buildings, and they'll be sining
`ISⅢ
Assault 4 Assault Stands 300 points taryets if we takc our men in on toot."
Detachment l Cominandcr He retarned his gaa to the map, painfuly aware tlul
Devaさ tatoF■ 41Dcvastatorls● 五dζ each bt wos a squad of Brotlur Madnes thd he was abut
│
I,
D。 こ臓 轟‐ lllCO轟 壼五nder■ ■■■ to send into bottle. It was afeeling he hadknown many
・ `6olp1lⅢ times betore, but this was tho fint time the eneny were,
Land Raldcr or had once been, theirtriends. It left a sour ttste in his
Detachment 2 Land Raidcrs 400 polnts mouth.
nhi● ●│■ ■■│ Tobias brcw tlwt Gararrt htd beryed the Imperiam, and
Detachmentl 4 Rhi五 6ζ lllllllllll ,001p11■ │ must be destrqed at all costs. He gave thc comnand to
('Remomber,
Whirlwind afraek. the Emperor's will is with us. We
Detachmcnt 4 Whiriwinds 240 pOints are the righteous, and cantut be defeoted."
47
LEMAN RUSS cman Russ is onc of thc most famous of thc Undcr his leadcrship they won many victorics, for in battlc
ancicnt hcrocs of thc Impcrium. Many legcnds kman was all but invinciblc. Whcn his armics marched. thc
tcll of his dccds during thc dawn of Imperial howling of wolvcs hcraldcd rhcir path; whcn hc fought, a pair
History. of giant wolvcs battlcd by his sidc. Kings thcmsclvcs, thcy
wcrc Frcki and Gcri, his wolf-brorhcis that had cscaped from
Hc was onc of the twcnty bio-cnginccred
supcrhumans who would bccomc thc founding fathcrs, or
thc Kingi huntcrs, and aow had couatlcss wotf-packs of their
Primarchs, of thc originel Spacc Marinc Chaptcrs. Thcy wcre
own to command.
crcated by thc Empcror to bc sttongcr and toughcr than any Thc talcs of King Lrman wcrc told far and widc, and came
Human bcforc or sincc. From their bio-cnginccrcd gcncs thc to thc noticc of the Empcror himsclf. Rccognizing thc powcr
Spacc Marines wcrc cloncd, yct cvcn thcy wcrc a palc reflection of a Primarch at work, hc travcllcd to Fcnris and confronted
of thcir awcsome progcnitors, whosc gcnctic matcriat had to thc Wolf-King, who blindly refuscd ro pay him homagc as
bc dilutcd a thousand timcs for a singlc Marinc. thc Master of Mankind. Challcngcd, Russ boastcd that hc
could out-cat thc Emperor, and procccded to consumc threc
Evcn bcfore his birth. lrman Russ was the subicct of titanic
wholc oxcn, forcing thc Empcror to back down. Russ boastcd
evcnts. As thc twenty foctal Primarchs slowly dcvclopcd,
hc could out-ddnk thc Empcroc and draincd thc royal ccllars
suspendcd in thcir bio-support mcdium, Daemonic cyes
dry to provc thc point. Russ boascd hc could dcfcatthc Empcror
obscrvcd thcm from thc warp Thc Dacmons saw thc pink
in combat; thc Emperor hcld his powcrglovc aloft for a momcnt,
and nakcd Primarchs lying in thcir amniotic tanks ald pcrccivcd
and brought it down on thc Primarch's head, fclling him with
thc Empcror's plan. From thc twcnty Primarchs, a wholc racc
a mighty blow which would havc killcd a lcsser man. Lcman
of supcrhumans would bc crcatcd. They would bc Humaniry's
Russ admittcd dcfcat, acknovlcdgcd thc Empcror, and swoic
Sreatcst champions and thc scourgc of alicns and Dacmons to scrvc him faithfully.
alika Thc Dacmons saw this and ragcd. Awarc that thcy could
not facc the Empcror himsclf, for hc was a bciag of god-likc Within ycars, all thc Primarchs had bccn found, and bccame
power, thc Dacmons hatchcd a plan. Combining their strcngth, the fathcrs of twcnty Chapters of Space Marincs. Irman Russ
thry brokc down thc mcntal barricrs constructcd by thc Empcror becamc thc progcnitor of thc Spacc Wolvcs, and was countcd
to cloak thc infant Primarchs and, prevcnted from hurting thcm, as a loyal scrvant of thc Empcror,
suckcd thcm into the waqp Thc babcs wcrc scattcrcd th'roughout Within a hundrcd years the Spacc Marines had rcconqucrcd
thc galaxy, thrown onto twcnty diffcrent worlds to be adopted the galaxy, and the Impcrium was bom. Throughout the Grcat
by whatcvcr parcnts thcy could find - parcnts that wcrc not Crusadc thc Space Wolvcs wcre at thc front line, thcir leader
always Human. at thc hcad of thc battlc with two grcat wolvcs at his sidc,
Thus it was, on thc platret of Fcnris, that a mcwling infant was his coming announccd by thc howling of thc pack.
discovercd by a she-wolf as she huntcd for hcr ncw-born cubs. On the world of Dulan, the Space Wolvcs and Dark Angels
A lcsscr child would havc bcen tom apart by thc aiant wolf wcrc to assault an €ncmy held fortress Russ claimed the right
that stood as tall as a man, but no such fatc would bcfall this to lead thc attack, but'Lion' El'|onson, commander of thc
goldcn man-cub with cycs likc a wolf-king. Gcntly taking the Dark Angcls, rcfuscd and startcd thc attack carly. Russ was
child in hcr mighty iaws, thc shc-wolf borc him back to thc furious, and bcgan a feud which was to continue for three
safcry of hcr cavs whcrc he Srcw up amontst thc wolf pack centurics. Thc Empcror intcrvcned to quell the fighting, and
as part of thc shc-wolf's family. Within a few short ycars the ordcred that thc disagrcemcnt bc scttlcd with a ducl. lrman
child was an adult, for as a Primarch hc was morc than a normal Russ faccd his fricnd in combat and took a bladc through thc
matr and Srcw as rapidly as his wolf-brothcrs. hcart: thc ducl was dccla,rcd a dras and thc normally fatal vound
Hc might havc livcd out all of his ycars wirh thc wolvcs, had
hcalcd within wccks.
not Thcngir. King of thc pcoplc of Russ, scat his huntcrs into Thc Primarchs were to fight four morc timcs before the dcath
thc forcst to clcar thc pack from his land. Thc old grcy she- of El'fonsoa. Fricnds to thc cnd, thcy wcrc unitcd by sharcd
wolf, and many of hcr cubs and clrw-kin, dicd upon thc spcars rivalry and scnse of honour. Thc fcud rpould arisc again, but
and arrows of thc Kingi huntcrs, but thc wolf-man was sparcd, not in Russ's lifetimc.
aad Brought, bound and gaggcd, beforc Kiag Thcngir himsclf.
Thcn camc thc bctrayal. Likc Russ, Horus was a Primarch.
Thc King took thc wild man from thc forcsts into his carc, Unlikc Russ hc borc thc tidc of Impcrial Watmastct, and had
and namcd him kman - lrman of thc Russ. Amongst mca complctc control ovcr fivc Chaptcrs of Spacc Marincs. Pcrhaps
for thc first timc in his lifc, lrman quickly lcarncd thcir skills, Horus was taintcd by Chaos when abductcd as a babe or pcrhaps
showing a natunl aptitudc for thc way of thc wanior. Hc mastcrcd hc was wcakcncd by thc exposurc to thc warp Whatcvcr thc
thcir wcapons - iron axcs aad swords - and won many glorious causc, Horus was tcsponsiblc for thc largcst trcachery Mankind
victorics" Grcat talcs wcrc told of his strcngth and couragc: has cvcn known. Ia a singlc momcnt he thrcw away his lovc
hov hc could pluck a trcc from thc Bround rnd brcak it ovcr for thc Empcror end thc Impcrium, hc cast his pridc into thc
his kncc; how hc could strnd ateinst a hundrcd mcn in battlq dirt, discardcd cvcrfthint he stood for, and struck out. Actoss
and within mcrc minutcs havc thcm bcgging for mcrcy; and a hundrcd worlds, a thousand million mcn wcpt for thcir Empcror,
how hc could consumc atr cntirc ox and wash it down with who had bccl so cruclly bctraycd by a man hc callcd fricnd.
a wholc bancl of bccr. Whcn Thcngir died, Icman bccamc For thc first timc, Marinc would fight Marinc in what would
King of thc Russ bccomc known as thc Horus Hcrcsv.
襴晰
Fルプ
4矛 釉 ―
年
餡
:卸
│'2',
`│││:1多
THE ADVANCED
GAMIE
This sectlon of advanced rules allows you to expand the basic game. There are rules
for elite detachments and heroic infantry actlonq as well as vari6us othef refinements
like hidden movement and set-up. The rules for off-table support allow a Corntnander
to call dowl supporting missile fire, and there are full rules-oh how to integrate Space
Matine wlth 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 easler
to introduce the advanced rules into your games one section at I time.
ELITE DETACHMENTS HEROIC ACTIONS
Elite detachments contain the best trained and most highly Space Marine officers are expected to lead by example,
motivated roops in a force. The following special rules inspiring their troops by their own courage. The rules for
apply to elite detachments: heroic actions allow your Space Marine commanders to
perform acts of outstanding valour on the battlefield.
1. All elite detachments receive a + 2bonus to morale tests.
Each type of heroic action may only be performed in a
2. All stands in an elite detachment add +2 to their CAF. specific phase, as detailed below. To find our if a
3. All stands in an elite detachment receive a + I modifier commander managed to perform a heroic action
to hit with all weapons. Exceptions: Weapons with a burst successfully roll 2D6, add + I for an elite deachment, and
circle do not receive the bonus, and weapons with refer to the Fool or Hero Table. A commander mav onlv
following fire only receive the bonus to they'rsl to hit roll. perform one heroic action per turn.
4. Commanders from elite detachments receive a +l
modifier when rolling on the Fool or Hero Table (see Heroic
Actions).
5. The battle rating of an elite detachment is twice normal.
5()
ADVANCED GAME. HEROIC ACTIONS
Vhen Performed: In the movement phase, when the When Performed: In the end phase.
detachment is picked to move. May only be used if the Success: One stund may automatically be regrouped (see
detachment has advance orders. Regrouping), regardless of the detachment's orders and the
Success: Any or all stands in the detachment may move presence of enemy stands. Only one stend may be returned
into close combat, even though they do not have charge to play by this heroic action, and others must be discarded
orders. as normal.
Fallure: The detachment may move as normal for its Failure: The commander fails to rally any of his troops
orders, but may not move into close combat. and they are unable to regroup.
Disast€r: As the commander charges forward, he is picked Dlsaster: As the commander stands and recites the
off by an enemy sniper! The rest of the stand is intact, but Chapter's battle litanies to inspire his men, he is picked off
it no longer has a commander. Remove the command by an enemy sniper! The rest of the stand is intact, but it
banner from the stand to show that the commander has no longer has a commander. Remove the command banner
been killed. The detachment may move as normal for its from the stand to show that the commander has been killed.
orders, but may not move into close combat. Needless to say, he fails to rally any of his troops.
51
ADVANCED GAME‐ HIDDEN SETUP
When an infantry detachment is revealed, one stand Historlcal Background: During the Scouring of the
(player's choice) is placed at the point occupied by the desert planet ofThbruq, four detachments from the Space
hidden set-up counter. The remaining stands may be set Volves' 8th Company, under the personal command of
up as the player wishes, provided normal formation rules Imperial Commander Leman Russ, mounted a heroic raid
are obeyed and no stand is set up closer than l2cm to an behind enemy lines. Having occupied a deserted industrial
enemy stand. complex which lay across the Rebel lines of
communication, they destroyed an armoured column
Note that, as stated above, an infantry detachment may which was heading for the front, and then fought their way
neither fire nor move until it has been revealed. clear and rejoined the main body of the company, some
3OO kilometers away.
HIDING IN BUILDINGS
When an infantry detachment is hidden inside a building, Maftial igour and terccity are virtues, to be sure. But do
the detachment does not have to be revealed until an enemy your
unit moves into base-to-base contact with the building.
not
.throw forces blindly into battle and say that this
is igoun It is not. Bejore committing yoarforcei, exarnine
When the detachment is rwealed, stands may be placed the situation. Revicw your own strength, ina tnat of your
in the building with the hidden set-up counter, or in any enenry. Remember your own objectives, and try to aniitpue
other building within 6cm of the counter - but not in a those- of your oppotenl He whofights withont wtdenta.nding
building which is occupied by enemy infantry. the banle he is fighting plaees himself a a disadvantagi.
If a building holding a hidden ser-up counter collapses, the
whole detachment is destroyed, even if the whole - I*giones Astaftes, Collects of ttlhr
detachment could not have fitted into the building.
52
ADVANCED GAME OFF‐ TABLE SuPPORT
53
ADVANCED GAME OFF‐ TABLE SuPPORT
BARRAGES
:華 難
Barrages are devastating volleys of fire from disant batteries Light Barrage
卸
of artillery. After having worked out if the attack deviates
一螂
or not, the player shouldtake twoburst circle markers. Roll ゛aVingl
a D6 for each burst circle, and place each so that it is 12Fget l Ctitlolittlt ll11:IThFOW:│││::
touching the deviation template at the point coresponding ■││IRollll■ │││ ModlfleF
to the number rolled on the dice. Vehicles and
Titans No Effcct
Any units (friend or foe) under the deviation template or
a burst circle are atacked; rolls to hit and other necessary Infantry 5+ 0
information are given in the Banage Thble.
Battic Rating:100 points
Commander Klger tumed away frcm the holo. It was Medium Bamage
a classic defensive positian, and the Wnnaarines had le=幸 lng:│
exploited il to the Iull. Therc was no possible apprcach
疇 et Tol菫 肇
t■ C111薫 繁 lt 17mOwI
to the complexwilhout goingthrough holtadoztn points ‐thユ ■■■ =章 │
l=■ 11■ │お II11■ h■ 1■ _
I饉
of concentruted fire, and no way to ottack the defenders Vehicles
6 5
piecemeal. HoU his Marines wouW be wiped out in a
+ +
and Titans 5+
fmntal assault.
Infantry 1
Kilger pa.ced silent$ for a rnoment, and then abruptly
pullcd his Imperful tarot fiom ils equipmcnt pouch. Battle Rating: 2oo points
"Iwonden,. " Heprcssedthc shufthbon. "Horas, guide Heavy B^tr^ge
your servant. .. " Three images appeared on the screen:
m
the fulace; the Missile; the Nova. │,aVIngl
一一一一語
・
一一
TattCt l憮 FOWI
響11[錦 1攣
一
"As I thought," Kilger snapped the conlink open. "This 漱odi轟
is Kilgen Request suppofting firc." He punched in the =
Vehicles
coorditutes. "Second company. hepare ta advwttce afier
and Titans 3+ 3+
the barmge. Give them no chance to regroup.
Infantry 4+
That, he thought, should open a cmck in their perfect
defence.
Battle Rating: l0O points
54
ADVANCED GAME . OFFTABLE SUPPORT
SUPPORT MISSILES wherever the missile lands, a stasis field is created. Place
a stasis field marker on the table, centred on the point of
Support missiles are one-shot weapons, mounted on impact. Any vehicle or infantry unit wholly or panly within
vehicles or spaceships outside the area ofplay. There are the field may neither move nor attack, but cannot be
several warhead types, each with its own special rules. attacked itself. If any part of a building falls under a stasis
field, the entire building (and everything in it) is affected
BLIND MISSILE by the field.
Blind is a sophisticated form of smokescreen, combining At the start of the combat phase of each turn, roll a D6
dense smoke with broad-spectrum electromagnetic for each stasis field on the table:
interference. No detection or targeting systems will operate
through a cloud of blind.
l-2 | The stasis field dissipates. Remove the marker
The point of impact is determined normally. The player fronl thc tablc
who fired the missile may now place 3 blind markers at 31`■ Thelsta111fi4dヽ tay■ 1■ lplal●
any point within 6cm of the the point of impact. Blind :-6 I ftre stasis field moves 2D6cm in a random
markers may not be placed on buildings. direction - use the deviation Procedure for this.
The field will stop if it comes into contact with
A blind marker aluays blocks a LOS.
a vehicle or infantry unit.
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. If two stasis fields ever come into contact, they both
dissipate immediately.
Battle Rating: l0O points
Battle Ratlng: 100 points
HAYWIRE MISSILE
Haywire missiles produce a massive electromagnetic pulse VORTEX MISSILE
covering all wavebands, and as their name suggests, they When a vorter< missile explodes, it creates a seething mass
are designed to disrupt the target's electrical control of energy known as a vortet( field. This area is devastatingly
systems. Any vehicles tlratare wholly or partly under the destructive, and will annihilate anything that comes into
final position of the deviation template are destroyed. contact with it.
Haywire missiles have no effect on infantry units. When the missile lands, place a vortex field marker on the
Battle Rating: 100 points table, centred on the point of impact. Any vehicle or
infantry stand wholly or partly covered by the marker is
MINE DISPENSER MISSILE automatically destroyed, and any building which is wholly
Mine dispenser missiles (MDMs) scatter mines over a wide or partly under the marker collapses immediately.
area. When the landing point has been determined, the During the end phase of each turn, roll a D6 for each vortex
firing player places 2 mine counters and 2 dummy mine field on the table:
counters face-down on the table anywhere within 6cm of
the point of impact (ie the centre of the deviation template). t-2 | The vortex field dissipates. Remove the marker
Mine counters may not be placed in buildings. from the table.
The minesbecome operationalattl:eend of the movement 314■ IT輩 ,VetⅢ ⅢlFic尋 │lmySlinlpll¨ │
phase in the following turn. If a vehicle or infantry unit ;-6 | The vortex field moves 2D6cm in a random
(on either side) moves within 3cm of a counter, it is flipped. direction - use the deviation procedure for this.
Dummy mines have no effect, and are discarded Anything in its path is hit.
immediately. Real mines explodg 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, Battic Rating:300 points
when it is removed. Until that time, any units that move
within 6cm of the counter are destroyed.
Optlonal Rule: As an alternative to their normal load,
MDMs may carty a single stasis or vortex mine and three The Assault Squad stood amund the land Raiden in a
dummy mines. If you are using an alternative load, you Ioose circle. Robben's eles wcne wide as ho stared at the
should note this down before the game. The mines are bolter shells which hung in mid-air; therc was sren an
dropped and activated in the normal way but instead of incoming laser shot, a short bar of solid light froan
exploding they create a field (stasis or vortex, as liko ice.
appropriate). Refer to the notes on stasis and vortex missiles. BrctherSeryunt Vanak smiled to himself. The lad had
Altering the load of a MDM does not change its points cost. never seen a stasis field in opention before. The chcle
of absolute stillness was eery in the midst of the ruging
Battle Rating: 2OO points
fury of battle that surrounfud them.
STASIS MISSILE Vamklookedarcandthe waiting Marines. "Bc rea4y "
The stasis missile carries a stasis field generator (SFG) as he said. 'As soon as you see that laser light vanish, the
its warhead. The SFG is a highly-sophisticated device which stasis freU generulor has cut out. Then it's cruck thc
creates area where time literally stands still. Anything lutches" - he @ed afistful of gerudes - "and in. The
^n
caught within the stasis field is frozen in place and unable cruw dies, buttlu cotttttwrdlnlo andolty fuumants must
to do anything. Nothing may enter the field - including the stay intact. We need those Mb plans."
fire of weapons from the outside.
55
SPACE MARINE e ADE「 l US TITANICUS
Cbarge Segtnent:
Aduance 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
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
Aduance 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
Cbarge 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 infaritry detachments with charge orders.
Close Combat - Close combats between Titans are resolved
Segment: - Close combats involving vehicles and/or infantry are resolved
II==
=菫
As normal
56
SPACE MARINE● ADE「 FUS TITANICuS
ORDER PHASE
Titans use the prder counters from Adeptus Tlanlcus.
They may ndbe given fallbackorders, andmay nerrcrmove
in the fall back segment of the movement phase.
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 stotnp 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 Tian rolls a D6 and refers to tlre Stomp Table.lf. astomp
atack is successful, the target is destroyed - no saving throw!
The Titan may continue its move after the stomp attack
has been made, makingfurtherstomp 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 atucks made by the target of a stomp attack take place
inside the attacking Titan's void shields, just like close
combat attacks.
RAMMING TITANS
Vehicles with charge orders may ty to rotm 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
Stomp Attack Hit Mbdiflers desperate courage, since it spells cenain doom for the
vehicle making the attack.
難 鍮I懸韓
Vhen a vehicle attempts to ram aTitan, botb players rcll
a D6, and, add any modifiers from the table below.
If the scores are tied or the Titan's score is highe r, the Titan
suffers no damage.
臨憲
ξ辮鴨 ‐■■‐ 1111
露
「
Ti晨 ヽお●:d-3CIlrcictlllllll‐ ■│││11■ 11
Titan has charge orders _1
57
SPACE MARINE G ADEPTUS TITANICuS
5a
SPACE MARINE● ADEPTUS TITANICuS
NEW WEAPONS
Titans use a number of weapons that are not covered in the main Space Marlne rules.
藩轟I
│=ilil,
i癬≒│ 200m
361nl 71210ml
411(1)
3● (Bll 611て ,)
61
311
撃難難難難癬欄麟躙 :欄― Ns
Weapon Range
short Lon2 shorHitblLng l SattittrW
Hcavy wcapo■ s
AutllC4Ⅲ ⅢOIIIIIIIII■ 1721Cm │151111
Multi‐ Launchcr 72cm 5+(B)
MIIti‐ M11ユ ■■■■■■ 12を ぬ 24む 轟 141■ ││ │151111
i濡■ │ 120Cml
36cm
140cm
172C“
4■ C)
│:│(│)
I1611(F)
1611て ,)
12
12
59
PAINTING YOUR EPIC
SCALE MINIATURES
There is nothing more stunning than an epic scale battle
with hundreds of beautifully painted miniatures, played
out on a fully detailed wargames table. Unfortunately, for
many people such a luxury is unatulinable, whether for lack
of space or insufficient resources. However, the addition
of a very simple paint job to your miniatures will have a
remarkable effect on your enjoyment of the game. From
your commanding position you can pick out the different
flags and uniforms as you watch the Space Marines of each
side come to blows, and easily track each unit's progress
across the muddy battlefield.
ドい い一一゛ ● 一
Painting your epic scale miniatures is not as difficult as you
゛r一一
think. You can achieve quite stunning effects even in two
一一一一証〓゛゛
stages: spraying the base coat and drybrushing the
N
highlights.
Tlae Uniform Colour and Banner Cbartbelow gives you
the appropriate colours for the twelve Space Marine
Chapters featured on the bottom of the box. The
highlighting colours are raken from the Citadel Colour At this point you can either leave your models as they are,
range of paints - particularly the Space Marine Paint Set, or ifyou feel confident enough, add Chapter badges and
which contains a number of specially mixed shades other insignia to the Marines' uniforms. It isn't difficult
designed specifically for the painting of four of the most to add fine details if you remember to use a brush with a
famous Space Marine Chapters. very fine point, and to thin the paint slightly so that it flows
smoothly. If you are painting a very light colour on top
PAINTING INFANTRY of a dark base colour, such as a yellow symbol onto black,
it is a good idea to paint the symbol with white paint first
The first stage in the painting of your epic scale infantry and, once dry, repaint it with the lighter colour. This gives
is the undercoat or base colour. Carefully cut all of the it a much brighter appear^nce.
miniatures from their runners with a sharp knife and fix
them to a piece of card with adhesive putty (the stuff you The next stage is to base your miniatures; simply remove
use to stick posters to walls). Ensure that you are in a well- the models from the card and attach them to their bases
ventilated room and that your painting area is protected with polystyrene cemenr. The bottled glue is better than
from overspray with some old newspaper. Spray paint the the tubed glue, as it has its own brush and is much easier
miniatures with their base colour, taking care not to ruin to use, especially when gluing objects this small.
the models' detail by spraying in one place for too long. If you wish, you can varnish the completed models. This
Then leave the models to dry. will protect them from handling damage caused during
play. Gloss varnish is preferable as it protects the model's
The next stage is drybrushing. Thke a size I or 2 brush, paint job better than matt varnish. If you want a matt finish
preferably an old one as this technique tends to wear them
out quite rapidly, and load it with the relevant colour. Wipe on your models, apply a coat of gloss first to make sure
the brush on an old rag until it is almost dry and then lightly
you give adequate protection to your hard work. Matt and
draw the brush across the model's surface so that the detail gloss varnish xe Lvaila;ble from all good model shops, in
is accentuated. both bottles and spray cans; spray cans are usually the
quickest and easiest to use.
PAINTING VEHICLES
Vehicles are painted in exactly the same way as infantry
- spray the base colour and drybrush the highlights. As a
final touch, when the base colour is dry, you can paint the
tracks and guns with Chaos Black, and drybrush them with
Chainmail.
In the same way that the Marines have shoulder insignia,
armoured vehicles of the Imperium are also painted with
various symbols. Thus the vehicle's detachment or
battlefield role can be easily recognised at a disrance by
other troops, vehicles and Titans. The trick here is to be
bold, as a very fine symbol will become indistinct at a
distance. Painting your symbols in contrasting colours will
ensure that they stand out: red and green, blue and orange,
purple and yellow are all opposites on the colour wheel,
and are particularly noticeable when used together.
60
PAINTING YOUR EPIC SCALE MINIATURES
ADDITIONAL HEGHLIGHTS
You don't have to stop with one stage of drybrushed
highlights. If you add a small amount of Skull rW'hite to the
highlighting colour and drybrush the modelagiln, but with
a much lighter brushstroke, it will give the raised areas of
the model greater emphasis.
You can continue this process for as long as you wish,
adding more Skull White to the mix each time. The final
effect can be quite remarkable.
To aid identification by Titans, many vehicles were painted with
deachment recognition symbols indicating the type of Marin€s they
carried. This esmple, from the rvhite Scars shows symbols for tctical
and Support Stands (left), DevasEtor St2nds (top right) and Assault
BANNERS
Stands (bottom right).
Although the banners that are supplied witlr Space Marine
INK VVASHES arc alrea.dy in colour, there is nothing to stop you adding
additional highlights to them. Simply mix up a lighter shade
The addition of an ink wash between the base coat and of the colour you wish to highlight, and carefully pick out
drybrushing the highlights will give a more realistic, three the areas of the banner that would be the lightest. By
dimensional look to your model. The ink runs into the crumpling up the banner slightly and highlighting the peaks
deepest areas of detail and creates effective shadows which of the folds, you can make the flag look more three
have a greater contrast to the drybrushed highlights. dimensional.
lMPERIAL
則
Dark Angels Ultramarines White Scars Space Wolves Salamanders Blood Angels
一
.
一
ト ト ■ヽ
一﹂
¨.
一¨
Battle
一一
一一
Banner
・一
Base
Black Dark Bluc Light Grey Dark Grey Black Red
Coat
Ink
Wash Bluc/Black Black Black Red
:TMITOHS
Emperor's
Death Guards
Ihousand
Wodd Eaters Sons of Horus Night■ ords
Chtldren Sons
Battic
Banner li攀 iニ
Base
Coat
Black Purple Light crey Red Black Dark Bluc
61
Across a million worlds they fight. On cratered bettlefields strewn with dead,
the men and machines of the Imperium clash in awesom€ brttles. Planets are
laid waste as the two sides strive for ultimate control. One man has betrayed
the trust placed upon him, and the Imperium is in danger ofbeing destroyed.
Games rl(/orkshop's epic scale games, Adeptus Titanlcus ?'nd Space Marine,lrc
set in the lUarbammer 40,mO univetre during the dark days of the Horus Heresy,
when the Imperial Warmast€r Horus turned ageinst the Emperor.
Adeptus Tltanicrrs and Space Marlne allow you to fight massive battles with
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hundreds of epic scale miniatur€s. Whoever you choose to side with, there are
dozens of different models to collect end paint to create your armies. Adeptus
Tltanlcus and Space Marine tre fully compatible; by combining the two games,
you can fight mixed actions between Marines, vehicles and Titans.
Games Workshop's epic scale games are fully supported by an extensive renge
of miniatures, and by regular rules supplements in tvhlte Duarf.
Adeptus Tltanlcue allows 1,ou fight the epic Titan Spacc Marine conhins everythingyou need to stage vast infantry end armour
battles of the Horus Heresy, as the Traitors rebel battles during the Horus Heresy, when Marine fought Marine and the e](isrcnce
against the Emperor. Adeptus Titanrczs contairs 6 plastic clip-tqlether warlord of the lmperium was threaterred. Space Marlne contains over J6o fi nely-deailed
Class Titans with a range of interchangeable weapons, 8 buildings, data cards, epic scale plastic Merines and ermoured vehicles, 14 card and plastic buildings,
countefs, weapon templates, rxnge ruleff, dice and complete rules. data cards, countersi weapon templates, range rulers, dice and complete rules.
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IN THE WORKS - At the time of going to press, the
following epic scale supplements and miniaturcs are
in developmentl
Codcx Tltanlcus II - a working title. Amongst other
things, tt will probably contain rul€s for n€w Imperial
and Tlaitor vehicles, weapons and Titans.
Empcror Tltan - the largest Imperial Titan. As well
as an awesome fighting machine, the Emperor Titan
serves as a mobile temple, bringing the Emperor's
word to isolated planets.
Psl.:flt o - operat€d by the Divisio Telepathica, and
armed with a multitude of psionic attacks and
defences, rules for Psijlitans will be included in a
future supplement.
Tltao Weapoo aod Head Vadants - a planned range
of metal weapons and heads, including heads for
specific Titan Orders, siege heads and Traitor
wexponry.
Juggernauts & Zcppellas - two huge war machines
thet dwarf even the mighty Tians. Juggernauts ar€ '
tvbite Duarf, the cams Workshop and Ciiadel Miniatures l os, Spoce Merine nd Adeptus Titanic$ are ell rmdemar
62 of Cames workshop Ltd
Dldar l€glon conains over
150 epic scale plastic Eldar
infantry and gnv-t1nks, to
expand the alien forces you
have availablc in your
games.
Codex Tltanlcus is the first supplement for Space Marine and Adeptus
Titanicus, end contains rules for Ork and Eldar iorces, with details of aheir
infantry, vehicles and Tisns. The book also contains rules for new Imperial
vehicles, dreadnoughts and robots, plus many new Tita.n rules.
Battle Tltans
contains 6 plastic
Vadord Class
Titans to expend
your games of
Adeptus
Tltanlcus. They
come with inter-
changeable
weapons, so you
cln fepfesent
dozens of
͡ variants.
ガイ Whlte Dwarf is
Games Workshop's
啄 monthly magazlne. As
well as full details of
the latest releases,
lvblte Duarf fe tures
supplementary rules,
hints on modelling
and painting, news
and prcviews.
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