ENG SMH Game Complete-1
ENG SMH Game Complete-1
ENG SMH Game Complete-1
The board is provided Starting with the player who last added a Space Marine
with a dashed cutting Hero to their collection, the players then take it in turns to
line along one edge (as set up their Space Marine Heroes, one at a time, in one of
shown to the right). the numbered spaces on their own half of the battlefield.
Carefully remove this Note that a maximum of one model can be placed in
edge from both copies of each space.
the printed board.
Each player takes one of the printed boards. Join the two
boards together to create the playing area. The finished HOW TO WIN
battlefield will look like this: In order to win, at the end of your turn you must have three
or more of your Space Marine Heroes in your opponent’s
half of the battlefield, and you must have a higher current
score than your opponent (see below). The first player to do
this wins the battle.
CURRENT SCORE
To work out your current score, count up the number of
spaces each of your Space Marine Heroes has advanced
from their starting space. The total is your current score.
Note that your current score will go up and down as your
Space Marine Heroes advance and retreat (see page 3).
BEST OF THREE
Players may play a ‘best of three’ series of games rather than
a one-off game if they wish. Both players must record their
The battlefield is a grid composed of two halves, one half current score at the end of each game. At the end of the
for each player. There are five columns, one for each of the third game, the players add up their scores, and whoever
Space Marine Heroes in each player’s army. has the highest total is the winner.
SEQUENCE OF PLAY First player turn
Space Marine Heroes Battles are fought as a series of turns.
Each player takes a turn, starting with the player who finished 1. Battle Rolls
setting up their army first. In their turn, a player can make
one or more Battle Rolls, and then they may be allowed to 2. Battle Actions
make one or more Battle Actions. Return to first
player turn
Second player turn
1. Battle Rolls
2. Battle Actions
1. BATTLE ROLLS
To make a Battle Roll, take the six dice and roll them all. You are PUSHING YOUR LUCK
looking to get at least one of the following scoring rolls: If you decide to make another Battle Roll, you can re-roll any of
the dice that weren’t part of a scoring roll you’ve put to one side.
You don’t have to re-roll all the dice; you can leave some as they
are and use them as part of the new roll. For example, if you had
Lucky Six: A dice that has four dice left, two of which were 1s, then you could leave the 1s
rolled a six. and hope to get a third 1 when you roll the other two dice.
If your new roll includes a Lucky Six, Double Six, Three of a Kind
or a Straight, then put one or more of the new scoring rolls to
one side along with the ones saved earlier, and then decide if you
Double Six: Two dice that
want to push your luck and make another Battle Roll, or if you
have both rolled a six.
want to make Battle Actions. Keep on doing this until you decide
to make Battle Actions or you go bust (see below).
MOVES
Many Battle Actions allow you to move one or more of the EQUIPMENT SYMBOLS
Space Marine Heroes in your army. Each time a Space Marine
Hero moves, they advance one space forwards, towards their Blast: Pick a space that is in range. Attack any Space
opponent’s set-up spaces. Space Marine Heroes must always Marine Hero in that space and any Space Marine
stay in the same column they were set up in – you cannot Heroes in adjacent spaces (including diagonally).
move diagonally or change columns when you make a move.
In addition, a Space Marine Hero cannot use a move to enter a Cut Down: Pick a space that is in range. Attack any
space occupied by another Space Marine Hero. enemy Space Marine Hero in that space, but instead
of retreating one space, they retreat back to their
set-up space.
ATTACKS
Many Battle Actions allow you to attack a Space Marine Hero. Priority Vox: When this Space Marine Hero is able to
A Space Marine Hero that is attacked must retreat one space make a move, it can either make that move normally,
backwards, towards their set-up space. Space Marine Heroes must or another a Space Marine Hero from their army can
always stay in the same column – you cannot move diagonally or make a move instead.
change columns when you make a retreat. If a Space Marine Hero
that is attacked is already in their set-up space, the attack has no Shoot: Pick a space that is in range. Attack any enemy
effect on them. Important: A Space Marine Hero cannot use an Space Marine Hero in that space.
!
action to make an attack if they are in their set-up space.
Stun: Pick a space that is in range. Any enemy Space
Marine Hero in that space is Stunned. Lay the Space
Marine Hero on its side to show it is Stunned.
POWER ARMOUR A Stunned Space Marine Hero cannot move or attack.
BATTLE ACTIONS When you make Battle Actions, you can use a Lucky
The following Battle Actions can be made by any Space Six roll to remove the Stun effect from a Space Marine
Marine Hero that is wearing power armour, as denoted by Hero from your army and stand them back up.
the power armour symbol to the top left.
Lucky Six: Move one of your Space Marine Heroes, or SCORING RANGE
attack an enemy Space Marine Hero that is adjacent to one ROLLS
of your Space Marine Heroes and in the same column. Melee: An adjacent
Lucky Six roll space in the
Double Six: Carry out two Lucky Six actions, one after same column
the other.
1 Short: A space in the
Three of a Kind: Make three moves, one after the other, Double Six roll same column
with your Space Marine Hero in the column with the same
number as your Three of a Kind roll. 3 Medium: A space
in the same or an
Straight: Move each of your Space Marine Heroes in the Straight or Three adjacent column
columns with the same numbers as the numbers in your of a Kind roll
Straight roll. So a straight of 3, 4 and 5 would allow you to 5 Long: Any space
move your Space Marine Heroes in columns 3, 4 and 5.