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Space Marine Special Rules

This is all the rules I have for Space Marines, but soon there will be more.


Assault Ships


Hover Mode  Recall Rule  Landing  Crash

Hover Mode:


The assault ship is subject to all the rules for Flyers. In addition it may hover indefinitely by going into a "hover mode" any time during its move while on advance orders. While hovering, it may be placed on First Fire orders and provide in-direct fire support. There are three different Hover Modes:



NOE:

The assault ship is Considered to be at tree top level (height of small building, or just above the trees) and any unit firing on the assault ship receives a +2 to hit die roll modifier(DRM). This is because the assault ship is a very, very large target(roughly the size of an emperor titan), and the fact that the assault ship is not moving. While at this height, it can be been seen (and see) by all units with LOS to it.

Low:

The assault ship is considered to be just above the buildings level (above table top like skimmers) While at this height any unit firing at the assault ship receives a +1 to hit DRM. In addition, the assault ship may only be close combated by flyers, skimmers, and units with some type of jump pak(i.e. swooping hawks, assault marines, etc.)

High:

The assault ship is considered to be high above the battle field. While at this height, the assault ship may only be close assaulted by flyers and skimmers. The assault ship follows all the rules for flyers at high altitude. in addition to thoughs rules, any skimmer that `pops` up or flyers in high altitude, will receive a 1+ to hit DRM.

While in any hover mode the assault ship may unload assault marines (or any skimmer, jump pak type of model) via the assault ramp, this is provided the ramp is not damaged or destroyed. Models unloaded in this manner may depart during the movement phase of their sides turn . They may move 15cm if the hover mode is NOE, and 10cm if the hover mode is low. At a hover mode of high, they just simply plunge to their deaths, no you may not drop them on things. This move is considered "charging" so they may move into close combat.

Recall Rule


The space marine assault ships are very specialized and are expensive to replace--there are roughly five per chapter. Because of this , the chapter will NOT use them in "Kamikaze" attacks. Because of this the assault ship may be "recalled" under certain conditions. Any of the damage table results prefixed with an "*" will cause a recall. Also an accumulation of three or more non "*" damage table results will also cause a "recall" (i.e. a roll of 3+ on the engine damage table will result in a recall, but if the ship suffered three separate damage rolls of "2" on any of the damage tables, there would also be a recall)--this results are accumulative throughout the entire game.

Once the ship is recalled, it climbs to high altitude and must try to exit the table. However which edge is up to the owner, after all the crew will want to cause as much damage as possible. This is as long as the exit path chosen does not pose significant risk to the assault ship, (i.e. if the assault ship has no void shield left it is not going to try and pass over a titan battle group), unless no other options are available (i.e. the assault ship is no longer able to turn, so it has to go over the titans). If the assault ship is damaged in such away that it cannot leave the table, it must assume the safest height and position possible.

A recalled assault ship is not considered "destroyed", instead the enemy player who force the recall receives 5 VPs for causing the recall or 10 VPs for destroying it afterwords NOT both (15VPs).

Landing:


The assault ship may land at any point during its move that it is in any hover mode. If it lands, it may not take off until its next movement phase. Landing the assault ship is the only way to unload non-skimmer non-jumppak vehicles and troops. The unloading follow the same rules as disembarking found in the main rulebook.

Crash:


Should the damage table call for a "crash" use the following:

The assault ship moves based on altitude in a random direction:

High: 4d6cm
Low: 2d6cm
NOE: 1d6cm

After this movement, the assault ship falls straight down resulting in a fiery explosion. All models and buildings within 3d6 + 6 of the center of the assault ship model, take 1 hit with a -2 saving throw DRM. In addition, if the assault ship falls on a building(s) the building must save with -6 DRM, due to the extreme weight of the of the ship. Also any titan that the assault ship falls on must to a hit with a -4 saving throw DRM to ALL locations with a +1 to the titan damage table results on the side of the titan that the assault ship crossed (i.e. if the titan was facing the assault ship head on prior to the "crash" result and the distance dice "pushed" the assault ship into the titan, then the side that the ship hit was the front, and all the front locations would taken a hit as described above.) Any other class of model that the assault ship falls on is destroyed with no save possible, except greater daemons may still use chaos cards to nullify the hit.


If you have any questions or comments, please email me.