SPACE MARINE: The Board Game: Handbook Rules - RAW
Turn Sequence. Two
alternating Player Turns make a Game Turn.
In OS, players roll off - high
roll takes first Player Turn; alternate thereafter.
In HtL, the Tyranid player
takes the first Player Turn; alternate thereafter.
1. Start of Each Side’s Player Turn in “Hold the Line”
a.
Resolve Objective Marker if w’in 1” of friendly
fig(s).
b.
Choose Tactical Ability – “Codex Doctrines” or “Hive
Mind Imperatives”
c.
In Tyranid Player Turn roll d6+3 Termagants, put
in either Deployment Zone.
2. Movement. Move figs up to 6” within
below restrictions:
▫ In “OS”,
dice for Spawnings if ‘Nids start Move w’in 1” of an Objective Token.
b.
Moving figs must stay >1” from enemy figs.
c.
Impassible:
Walls, Fig Bases, and the board edge can’t be moved into/thru.
d.
Tyranid figs beginning within
1” of Titus cannot move.
e.
Titus can move if he
starts within 1” of Tyranids, unless blocked by Impassible [above]. Once >1”
away from all ‘Nids, he must stay >1” from all ‘Nids.
▫ In “OS”,
dice for supplies if Titus ends Move w’in 1” of an Objective Token.
3. Shooting. Shoot at enemy fig(s) in Line
of Sight [LoS] up to 12” away.
a.
LoS is a line from any part of
Shooter’s Base to any part of Target’s Base.
b.
Walls and Bases block LoS.
c.
Roll to Hit; if successful Target rolls Save –
if passed, Hit cancelled.
d.
Resolve each Shot before resolving the next. Titus
may Split his two Shots.
e.
Termagants within 1” of Titus may not Shoot.
f.
Termagants may not Shoot at Titus if he’s
within 1” of other ‘Nid Bases.
g.
FbF: roll 1d6 when Titus slays a Tyranid –
on a 3+ remove a Wound.
4. Charging. Figs may attempt to charge any enemy figs within 12”: roll and add 2d6 for
the total charge distance, then check if charger may reach any Target(s). If not, the Charge fails and the
Charger may not move.
a.
Charger may stop moving anywhere within 1” of a
Target.
b.
No fig may Charge if they are already within 1”
of an enemy fig.
c.
Charger cannot move within 1” of an enemy fig
that isn’t a Charge Target; However, Titus may move within 1” of multiple
Charge Targets.
5. Close Combat. Starting with the Phasing
Player, Players sequentially pick a fig and resolve its attack(s); slain figs
don’t attack so sequence matters.
a.
Roll to Hit; if successful Target(s) roll Save
– if passed, Hit cancelled.
b.
Figs can split their successful Hits among
different Targets.
c.
FbF: roll 1d6 when Titus slays a Tyranid –
on a 3+ remove a Wound.
6. End. Determine if Victory
has been achieved by either Player.
Variations: Titus
FbF on 4+ or 5+; D6+1 or 2 for Termagant reinforcements; allow Titus to “carry”
salvaged gear until ready to use; play missions diagonally across flip side of
mat.