MARINE RULES

Introducing Grey Knights

Grey Knights have already been introduced to Space Hulk through the Genestealer rule book. They are equipped to face and overcome Daemonic covens of Chaos and other creatures that spread evil from the Warp. Each Grey Knight enters battle with his own personal hand-crafted copy of the Libra Daemonicus prominently displayed in a beautifully decorated ceramite case fastened to his breastplate. To many, their monasteries are memories as they are often deployed for decades at a time serving the Emperor in distant quadrants of the galaxy.

All Grey Knights in Space Hulk are Psykers. They are immune to normal forms of terror, but they are not immune to a Pariah's terror. Grey Knights are superior warriors and their presence always signifies an enemy of raw psychic power. Dressed in suits of terminator armour equipped with an aegis psychic hood, they wield impressive nemesis force weapons. These weapons can channel psychic energy and additionally, they can be fired upon an attacker in close assault if the round of combat was drawn. Refer to the Ranged Weapons Table for the extra free attack.

A Grey Knight Sergeant is usually armed with a nemesis force sword which allows him to parry. The presence of a Grey Knight Sergeant allows the Marine player to add 2 CPs to his roll.

Grey Knights are sometimes sent to accompany regular squads of Librarians, although rarely at full strength. It is common to see one or two Grey Knights attached as special advisors during tough campaigns. Any more than two Grey Knights requires the presence of a Grey Knight Sergeant to coordinate the battle. It is extremely rare to see a full squad of five Grey Knights in battle against all but the most powerful of Daemons.

Grey Knights have the following psychic power that they can use.

Psychic Blast

Range: 12
Target: One enemy model in LOS and FA (except a Pariah).
Cost: 1 AP and discard at least 1 psychic attack card.
Effect: The Grey Knight may choose to lay down as many psychic attack cards as he wishes. He adds the close assault bonuses generated by the cards and fights a round of close assault with the chosen enemy as if he were facing the front square of his enemy. If the Grey Knight wins the psychic battle, the enemy model's brain is burnt out and dies. Performing a psychic blast is a draining procedure. Regardless of whether the Grey Knight wins or loses, he must immediately end his turn and can't use any further APs or CPs until his next turn. He may still defend himself in close assault and is allowed to play force and aura cards.


Rapid Fire

All Marines are expertly trained at using their basic side-arm; the bolter. While other races are able to use a bolter, none can do so as efficiently or effectively as a Space Marine. Space Marines are trained to strip and reassemble their weapons under water in the dark on zero gravity worlds. They have such an intimate bond with their weapon that they consider it an extension of their hand rather than a foreign object.

Any Space Marine wearing power armour and armed with a bolter may pay 4 APs to rapid fire. He is allowed to stand and shoot his bolter up to six times without moving or breaking for any other action. The first four of the rapid fire shots are considered actions, so the Marine can be fired upon if he is standing in enemy overwatch. However, the last two shots are not considered actions and can not draw any more overwatch fire from enemies. All other normal rules and restrictions apply for the six shots.

A Space Marine may use CPs before he enters rapid fire, however, he can not use any CPs after he has finished his rapid fire. Therefore he can not enter overwatch with CPs or react to an enemy during their turn. Players need to be aware which Marines performed rapid fire during their turn so they don't continue to react with CPs. Rapid fire can only be performed during the Space Marine's turn. He can not rapid fire during an enemy turn with CPs.


Terminus

Often in particularly deadly missions, a Space Marine may set terminus if he is armed with crack grenades. Taking a single grenade out, he primes it for detonation but keeps a firm hold of it in his hand. Upon the death of the Space Marine, the crack grenade detonates blowing him internally to bits and pieces. The purpose of this is two-fold. Firstly, to prevent his body being stolen by enemies so that they can not perform rites of heresy against it. Secondly, if he was killed in close assault, then his attacker must take an immediate roll against being hit by a crack grenade. If the attacker fails the roll, then it too is killed along with the Space Marine.

A Space Marine killed by ranged weaponry will still detonate with a muffled blast but it is only confined to the square that he was standing in, presenting no immediate danger to other models around him. Setting terminus is a last, desperate action that a Space Marine can take to inflict agony on his enemies. No other race can ever set terminus. They are not as strong-willed or as determined to sell their lives with zealous glory like a Space Marine is born and bred to do.


MARINE WARGEAR

Cyclone Missile Launcher

The cyclone missile launcher is designed to be part of a Marine’s terminator armour. It provides heavy support with a variety of ways in which it can be fired. Despite its bulk, the cyclone does not interfere with the Marine’s normal movement as the terminator armour compensates for the load with automated load distributing systems. The Marine carries a storm bolter in his right hand and a guidance system in his left hand that is able to very accurately acquire targets for the cyclone. The Marine does not have a power glove, so if he is attacked in close assault he gets a –2 modifier to his roll.

The cyclone is typically armed with six crack and six plasma missiles for a broad range of offensive and defensive options, although it can be rearmed when purchasing from the Marine force list. A cyclone can never be reloaded on the battlefield as it requires the entire removal of the terminator armour. The Marine player has to choose his targets carefully with such a limited supply of ammunition.

Image: Terminator with cyclone missile launcher. Ice world camouflage scheme.

Firing Quick Shots

A Marine can only fire a quick shot with a crack missile. It is not possible to fire a quick shot with a plasma missile. When firing a quick shot, the Marine does not use the cyclone’s guidance system. He chooses to forego accuracy for a quicker shot that can be fired when moving and turning, or even on overwatch. The hit rolls to destroy his target are not as good when firing a quick shot. If the Marine has no crack missiles left he is not able to fire a quick shot or enter overwatch with the cyclone.

Cyclone on Overwatch

The Marine can choose to enter overwatch with the cyclone if he has at least one crack missile left. The Marine player must state that the overwatch is for the cyclone, not the storm bolter. It is not possible for a Marine to be on overwatch for both weapons at the same time. In all other respects the normal rules for overwatch apply. A target will be fired upon with a quick shot if it performs an action within the Marine’s LOS and range of 12 squares. If the cyclone runs out of crack missiles during overwatch then the Marine can choose to automatically continue the overwatch onto his storm bolter instead. The Marine can always voluntarily drop out of overwatch if he chooses and he is not forced to fire at a target more than 12 squares away while on overwatch.

Firing Guided Shots

When firing a guided shot the Marine is using the cyclone’s guidance system to accurately track the target for a better chance to hit. Both crack and plasma Missiles can be fired as guided shots. The Marine player needs to state which missile he is firing and the intended target before any dice are rolled. Move and fire options are not allowed with guided shots.

Firing a Salvo

The Marine can choose to fire a salvo of at least two missiles up to the number he has remaining. The salvo can deliver a deadly hail of missiles almost instantaneously, but it is a risky option that can knock the Marine prone from the combined reverse thrust. When firing a salvo the Marine resolves the first missile fired, then the second missile and so on until he chooses not to fire any more missiles in that salvo. He does not need to initially declare the number of missiles or targets that he is firing in the salvo but he must fire at least two missiles. New targets in the Marine’s LOS that are revealed as a result of an earlier missile hit may be fired upon with later missiles. The Marine may fire more than one missile at the same target if it survives an earlier strike. At the end of the salvo, the Marine player must roll a dice and get at least the number of missiles fired or higher or else he falls prone from the thrust blast. Example: If four missiles were fired in a salvo, the Marine player needs to roll a 4, 5 or 6 for the Marine to stay on his feet, a roll of 1, 2 or 3 means that the Marine has fallen prone. Note that firing seven missiles in a salvo will automatically knock the Marine prone. All rules for being prone apply, in addition the Marine can not spend any more APs or CPs until his next turn. He is too disoriented from the shock wave to immediately react.


Tarantula Mobile Support Weapon

The tarantula is a devastating weapon that is more commonly seen on open battlefields rather than the confined interior of space hulks. It provides deadly heavy support that can be almost impenetrable in defensive positions, as such it can sometimes be useful to mount a tarantula along key junctions when establishing a perimeter on protracted space hulk incursions. The tarantula consists of twin linked las-cannons that are mounted upon a suspensor platform which has been reinforced with armour shielding to protect both the weapon and user. It has a few modes of fire that are usually lethal to most targets, however, the biggest drawback is the lack of free mobility within the tight corridors and junctions of the space hulk. The tarantula is capable of turning but sometimes at a severe cost when it has restricted space that makes it difficult for the barrels to swivel along a horizontal plane. When given an open field of fire it cuts down most enemies as they step into sight, capable of rebelling wave after wave of fanatical attacks.

All Space Marines are trained to use a tarantula but it can only be operated by a Marine wearing power armour. The Marine plugs the tarantula into his power armour and effectively becomes one with the weapon. He has a display screen that shows all targets being tracked as well as the status of other vital weapon systems. Even the Marine’s own bio-data can be viewed as his power armour acts as an information uplink feed into the tarantula. The tarantula occupies two squares, while the Marine takes the controls and fills a third square. All movement is effectively treated as a unit of three squares.

Line of Sight

The Marine always maintains his own LOS from his square as the normal rules dictate. The tarantula does not block LOS in any way to or from any model in the game. However, when firing with the tarantula, the Marine must use the tarantula’s LOS which may or may not be different from his own. LOS for the tarantula is taken from both squares that the control unit and barrels occupy, NOT the square the Marine is occupying. It has built in target acquisition systems and can sense most electromagnetic spectrums for itself, requiring the Marine only to choose which targets to fire upon.

Fire Arc

The FA for a tarantula is based on the forward 90 degree arc from the square that the barrels occupy. Due to the presence of barrel cameras, the tarantula is able to shoot at targets that can only be viewed from the barrel square. The Marine, or control unit do not need to have their own LOS to shoot. Similarly, there may be targets in LOS to the tarantula’s control square that are not in the FA of the Tarantula. These targets can not be fired upon.

Firing a Normal Shot

A Marine can only fire the tarantula at a target that is in its FA and LOS. The weapon can not move and fire, however, the resulting shot is extremely deadly. The rate of fire for a tarantula using normal shots is sufficient for it to keep firing indefinitely as the huge power packs are never drained to critical levels between shots.

Firing on Overwatch

The tarantula can be placed on overwatch, however, the power of each shot is decreased to compensate for the increased rate of fire. All normal rules for overwatch apply and the Marine can voluntarily drop the tarantula out of overwatch if he chooses. The Marine does not have to fire at targets that are more than 12 squares away. The tarantula does not jam on overwatch as its onboard regulators maintain a steady supply of power for the las-cannons to be effective.

Firing a Barrage

When surrounded by multiple targets within the tarantula’s FA, the Marine may choose to fire a barrage. This awesome display of firepower lays down curtains of laser shots that fill the entire FA (similar to an assault cannon) in a swift sweeping motion. The individual shots are not nearly as powerful as a normal shot but they blanket the FA so that every model must roll to be destroyed. The Marine player must keep shooting each target (models and features) within the FA and roll for it to be destroyed. He can choose the order in which the targets are hit and newly revealed targets that are also within the FA are then subject to being hit. If a target survives then it will block LOS to any other targets that are behind it as appropriate. The barrage ends when there are no more targets in the FA, or the only remaining targets have all survived being hit. Firing a barrage drains the tarantula’s power to critical levels so the Marine player must place a fired counter next to the model. At the start of the Marine’s next turn, flip the counter over to ‘recharging’. The counter is removed at the start of the Space Marine’s following turn and the tarantula can once more resume firing.

Self Destruct

A tarantula can self destruct in three ways. Automatic and timer self destruction can be prevented if done in time. Terminal self destruction is instant and final. When self destructing, the tarantula affects the section it is in. If it happens to be in two sections at the same time, then both sections are affected. Destroying a tarantula will prevent automatic and timer self destruction, if done in time.

Automatic: If the Marine operating the tarantula is killed, the bio-sensors on the tarantula automatically set it for self destruct. The Imperium dictates that it is far better to sacrifice the weapon than to see it turned against them in enemy hands. At the end of the Space Marine's next turn, when rolling for additional section effect damage, the tarantula will violently explode. However, this can be prevented if the Marine player is able to get another Marine in power armour to take over the controls of the tarantula. The Marine must face the tarantula from the Marine square and pay 1 AP to plug himself into the tarantula. This prevents the self destruct sequence. The new Marine must put aside his previously carried personal weapons in the storage clip and he can then use the tarantula as normal.

Timer: A Marine can unplug himself from the tarantula at the cost of 2 APs which then starts the automatic self destruct sequence. The Marine player can then take his stored weapon and make a hasty retreat from the impending blast. As with automatic self destruct the tarantula will explode at the end of the Space Marine’s next  turn. The Marine player can always try and reverse this if he is able to have any Marine (including the original Marine) plug himself into the tarantula at the cost of 1 AP to take control again. This type of self destruction is favoured if the Marine is about to be overrun by the enemy but he has the possibility of escaping while the enemy are caught in the blast. Note that Marines may swap control of the tarantula but when they do so the timer will be activated, so they can’t waste valuable time in the exchange of controls otherwise the weapon will detonate with certain destruction!

Terminal: A Marine can set the tarantula to self destruct terminally while he is still plugged in for the cost of 1 AP. This desperate act is usually performed if he is about to be overrun with numerous enemies without a chance for escape. The effect is instantaneous. The Marine may also activate terminal self destruct instead of defending, when he is about to be close assaulted. This last decision that the Marine will ever make costs 0 APs but he must have LOS to the enemy that is attacking him. He must announce this choice of action before any dice are rolled.

Destroying the Tarantula

The tarantula can be destroyed if either square that it occupies is hit. It is not destroyed if the Marine is killed, as this merely puts it into automatic self destruct sequence. If blast is cast on the tarantula then it is destroyed and it will act as a feature for the blast effect. The controlling Marine will be killed if he is caught in the blast. A close assault roll of 6 directed against either square will also destroy the tarantula. A destroyed tarantula will not self destruct in any way, even if it was on self destruct before it was destroyed. A destroyed tarantula will not otherwise harm the Marine but he will lose his original personal weapons that were stored on the tarantula. From then on the Marine is unarmed, unless he has been equipped with any grenades.

General Effects on the Operating Marine

A Marine operating the tarantula has 4 APs per turn. The tarantula itself does not get any APs. CPs can be spent on the Marine if desired and as required.

When purchased from the Marine force list, the tarantula comes with a power armoured Marine to operate it. This Marine has a bolter that is stored in the weapons clip built into the tarantula. If the Marine abandons the tarantula for self destruction then he can take the bolter with him. Otherwise his bolter is lost if the tarantula is destroyed. The Marine operating the tarantula can unplug himself for 2 APs and take his bolter to use as normal but he must plug himself back in for 1 AP before the self destruct sequence detonates.

A Marine can not be the target of a ranged attack if he is fired upon from the Tarantula’s FA. He is too well shielded by the heavily plated control console to be hit. The tarantula must first be destroyed before the Marine can be hit from the tarantula’s FA. Of course, any attack made at him from outside the tarantula's FA is treated as normal as he can not gain the benefit of protection from the tarantula. Section effects include both the Marine and tarantula where appropriate and each must roll separately. If a section effect targets the Marine only, then the tarantula is safe and vice versa. However, if the Marine is killed, then the tarantula will initiate automatic self destruct as per normal.

A Marine operating a tarantula can barely defend himself in close assault. If he is close assaulted while operating (plugged into) a tarantula then roll a single dice. The Marine is automatically killed on a roll of 1 to 5. If he rolls a 6, then he has just managed to fend off the attack for a draw.

Moving the Tarantula

The tarantula can move into a front square for 1 AP and into a rear square for 2 APs. All squares that it moves into must be vacant and there must be a clear path along each of the three moving squares. The tarantula can move into a side square for 3 APs, as long as all the new squares are vacant.

Turning a tarantula 90 degrees when in a three square wide room or corridor section costs 1 AP and is performed as a pivot about the centre square. However, the whole block of nine squares must be vacant for this to take place.

Turning a tarantula in a cross-road corridor of five squares costs 2 APs when the control square is used as a pivot. All five squares must be vacant for this to take place.

Turning a tarantula in a T-junction corridor of four squares costs 3 APs after first paying 1 AP to ‘move’ the barrel square into the wall. In reality the barrels are inclined at a sharp angle to allow the tarantula to complete the turn. The control square is once again used as the pivot. All the squares that the tarantula moves into must be vacant. A tarantula can not end its move with the barrel square ‘in the wall’.

This type of turn must be taken as two consecutive actions. Even CPs can't be used on another Marine to interrupt the turning sequence.

Turning a tarantula in an L-shaped corner of three squares costs 4 APs after first paying 1 AP to ‘move’ the barrel square into the wall. The control square is once again used as the pivot. All the squares that the tarantula moves into must be vacant. A tarantula can not end its move with the barrel square ‘in the wall’. Note that a tarantula can only negotiate this type of corner by using at least 1 CP, as it will require 5 APs to complete the move.

This type of turn must be taken as two consecutive actions. Even CPs can't be used on another Marine to interrupt the turning sequence.

If a square that the tarantula is not moving into is blocked in one of the previous corridor sections, then that section is treated as though it were a corridor section of one type worse than it is. Example: If a tarantula is approaching a cross-road section that has a closed door ahead and wants to turn right, then it must pay 1 AP to move the barrel ‘into’ the door square, then 3 APs for the right turn just as if it were cornering a T-section. However, if the door is open, then it only pays 2 APs for the right turn once it has moved the control square into the centre of the cross-road corridor section.


MARINE TURN SEQUENCE


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Last revised: January 28, 2006.