Tuesday, August 20, 2024

"Space Marine: the Boardgame" - Convenient Playsheet

I'm coming at you - dastardly and repulsive 'Nids!

Of course, I'm staying over 1" from any 'Nid that is NOT my charge target...

Well, SM:TBG is not everyone's favorite starter game, and that's OK. There are several other "Space Marine Adventure" games that offer other simple ways to introduce newbies or youths to the tabletop miniatures hobby, sci-fi genre.

But one of the main issues that can slow down learning what is a simple and fun game is that the rules are scattered all over the rulebook. There is a pretty good summary opposite both of the two missions, but it isn't complete. And for a little more effort, one can have all the rules on one page with a large font.

Below, I offer up a collected set of the Rules As Written, which should help new players play the game, and more experienced players appreciate the game and teach it to others more easily - what's not to like!?

There are two words in green: that means I am pretty confident I am interpreting the intent of the game designers, but not 100% and it could be the opposite. I chose the path of more fun as well as a logical choice. The rest is the best I could collect the rules. 

If you note any discrepancies with your understanding, please comment - I may have made a mistake or just overlooked something somewhere. Have fun!

Of course, all the rules [and not the interpretations] are copywrite Games Workshop Limited, 2023. No presentation of them here is intended to infringe upon their legal rights, but only to support the product and help players.


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.


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