Space Marines
Space MarinesDave Andrews

Datafaxes

Space Marines

Vehicles

Vehicle data

Movement
Slow 8" · Combat 18" · Fast 24"
Type
Bikes & Trikes
Ram value
Str 6 · Dam D6 · Save -3
Crew
2
Weapons
2 × Boltgun, twin linked, 90° field of fire. Either Heavy Bolter at +15 points or Multimelta at +65 points, 180° field of fire. Auto-Launcher may be fitted, at +5 points.
Weapon data
Boltgun
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
Dam
D6
Save Mod
-2
AP
D6+5
Multimelta
Blast 2"
Range
0-12 / 12-24
To hit
+1 / –
Str
8
Dam
2D12
Save Mod
-4
AP
D6+2D12+8
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6

The twin-linked bolters and the heavy weapon each carry a Targeter. The points cost does not include the heavy weapon.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–3Crew
4–6Bike1010
The crew member nearest the attacker is hit. They have Toughness 4, one Wound, and Power Armour giving a 3+ save, and the hit is resolved under the ordinary shooting rules. Losing the driver sends the bike Out of Control until the gunner takes the controls, or until it meets terrain it cannot cross, another vehicle, a building or the table edge. Losing the gunner silences the heavy weapon, though the driver can still fire the bolters.

Bike Damage Chart (D6)

D6Effect
1

Both bolters are wrecked and cannot be fired again.

2

The heavy weapon is wrecked and cannot be fired again.

3

The controls are damaged. From now on the bike must pass a D6 roll of 4+ in each of its movement phases: on a success the driver holds it steady and moves normally, otherwise it goes Out of Control for that turn.

4

Wheel and mountings buckle, the bike flips, and the crew die. The wreck lands D6" off in a random direction; anything beneath it takes D6 hits at Strength 7, saving at -2.

5

The engine bursts and kills the crew. The wreck runs Out of Control for a turn before stopping for good.

6

The fuel catches and the crew burn. The wreck runs Out of Control next turn and then blows up, dealing D3 Strength 8 hits at -3 to every model within 3".

Bike

Datafax

Vehicle data

Movement
Slow 10" · Combat 15" · Fast 30"
Type
Bikes & Trikes
Ram value
Str 5 · Dam D4 · Save -2
Crew
1
Weapons
2 × Boltgun, twin linked, 90° field of fire. Auto-Launcher may be fitted, at +5 points.
Weapon data
Boltgun
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6

The twin-linked bolters carry a Targeter. The points cost does not include the rider.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Space Marine Rider
3–6Bike1010
The rider is hit under the ordinary shooting rules: the attacking weapon's Strength against the rider's Toughness, with any armour save as normal. A dead rider sends the bike Out of Control for one turn, after which it flips and is wrecked.

Bike Damage Chart (D6)

D6Effect
1

Both bolters are wrecked and cannot be fired again.

2

Wheel and mountings buckle. From here on the bike is held to its Slow rate.

3

The controls are damaged. From now on the bike must pass a D6 roll of 4+ in each of its movement phases: on a success the rider holds it steady and moves normally, otherwise it goes Out of Control for that turn.

4

The front wheel is torn away and the bike flips, killing the rider. The wreck lands D6" off in a random direction; anything beneath it takes D3 hits at Strength 6, saving at -2.

5

The engine bursts and the rider dies with it. The wreck runs Out of Control for a turn before stopping for good.

6

The fuel catches and the rider burns. The wreck runs Out of Control next turn and then blows up, dealing D3 Strength 8 hits at -3 to every model within 3".

Vehicle data

Type
Walkers
Ram value
Str 7 · Dam D10 · Save -4
Crew
1
Weapons
2 × Storm Bolter, arm, 90° field of fire. 2 × Power Fist, arm. Lascannon, arm may be fitted, at +30 points. Assault Cannon, arm may be fitted, at +30 points. Dreadnought Missile Launcher, arm may be fitted, at +30 points. Multimelta, arm may be fitted, at +50 points. 2 × Lascannon, twin linked, arm may be fitted, at +40 points. Auto-Launcher may be fitted, at +5 points.
Weapon data
Storm Bolter
Sustained Fire 1
Range
0-12 / 12-24
To hit
+1 / -
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Power Fist
Range
– / –
To hit
– / –
Str
8
Dam
1
Save Mod
-5
AP
D6+D20+8
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Assault Cannon
Sustained Fire 3
Range
0-12 / 12-32
To hit
+1 / –
Str
8
Dam
D10
Save Mod
-3
AP
D6+D10+8
Dreadnought Missile Launcher
Sustained Fire 1 · Blast 2"
Frag
Range
0-20 / 20-72
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Super Krak
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D10
Save Mod
-6
AP
D6+D10+8
Multimelta
Blast 2"
Range
0-12 / 12-24
To hit
+1 / –
Str
8
Dam
2D12
Save Mod
-4
AP
D6+2D12+8
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6

One or both arms may be upgraded, with one weapon to an arm. The points cost does not include those weapons.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Legs2018
2Left Arm1917
3Right Arm1917
4–6Body2119

Body Damage Chart (D6)

D6Effect
1

The controls run wild. The Dreadnought may move or attack only after a D6 roll of 4+.

2

The Space Marine inside is badly wounded. Halve every one of the Dreadnought's characteristics for the rest of the game.

3–4

The engine catches fire and the machine seizes. The pilot may still fire one weapon on emergency power. At the beginning of every player turn, roll a D6: on a 1 or 2 it explodes, dealing D6 Strength 10 hits at -3 to everything within 3".

5

The Space Marine inside is killed. The Dreadnought lurches D3" in a random direction, colliding with whatever it meets, and then collapses.

6

The ammunition goes up and the Dreadnought is destroyed. Every model within 3" takes D6 Strength 10 hits at -3.

Leg Damage Chart (D6)

D6Effect
1

The armour plating holds, but the impact staggers the machine. The Dreadnought may not move next turn.

2

The Dreadnought is knocked sprawling, lurching D3" in a random direction and colliding with whatever it meets.

3–4

The leg is badly damaged. From here on the Dreadnought limps D3" a turn.

5–6

The leg is torn off and the Dreadnought goes down. It cannot move or attack again and counts as destroyed.

Arm Damage Chart (D6)

D6Effect
1

The arm is half-paralysed. Weapons built into it still shoot, but it can no longer be used in Hand-to-Hand Combat; reduce the Dreadnought's Attacks by one.

2

Weapons on the arm jam. Each may be fired only after a D6 roll of 4+.

3–5

The arm is wrenched off the body. Every weapon mounted on it is destroyed and the Dreadnought's Attacks drop by one.

6

The arm is destroyed and its weapons detonate. The blast flashes into the body, ignoring armour entirely; roll on the Body Damage Chart for what the second explosion does.

Vehicle data

Movement
Slow 7" · Combat 14" · Fast 20"
Type
Tracked
Ram value
Str 8 · Dam D12 · Save -5
Crew
3
Transport
10
Weapons
2 × Lascannon, twin linked, left side mount, 180° field of fire. 2 × Lascannon, twin linked, right side mount, 180° field of fire. 2 × Heavy Bolter, twin linked, pintle mount, 360° field of fire. Auto-Launcher may be fitted, at +5 points.
Weapon data
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
Dam
D6
Save Mod
-2
AP
D6+5
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6

Each pair of Lascannon and the twin Heavy Bolters carry Targeters. The Land Raider can tow one piece of field artillery. It carries ten Space Marines in Power Armour, five in Terminator Armour, or a single Dreadnought.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Track1717
3–5Hull2220
6Lascannon1818
Hit the one nearest to the attacker.

Hull Damage Chart (D6)

D6Effect
1

The hull-mounted Heavy Bolters are wrecked and may not fire again.

2–3

A blast rips the crew compartment apart. Every crew member is hit and killed on a D6 roll of 4+.

4

The engine explodes and kills everyone aboard. The blast spins the Land Raider to a random facing, where it halts for the rest of the battle.

5

A spark reaches the fuel and the Land Raider burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

6

The ammunition goes up and the Land Raider is destroyed. Every model within 3" takes D6 Strength 10 hits at -3.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Land Raider may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Land Raider goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Land Raider. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies in the crash on a D6 roll of 4+; the rest dismount as normal.

Lascannon Damage Chart (D6)

D6Effect
1

The Lascannon is damaged and fires only after a D6 roll of 4+.

2–5

The Lascannon is wrecked and may not fire again this game.

6

The Lascannon is wrecked and the blast flashes back into the hull. Roll on the Hull Damage Chart.

Vehicle data

Movement
Slow 10" · Combat 20" · Fast 30"
Type
Skimmers
Ram value
Str 6 · Dam D6 · Save -3
Crew
2
Weapons
Heavy Flamer, 180° field of fire. Multimelta, 45° field of fire.
Weapon data
Range
– / Large Flamer Template
To hit
– / –
Str
5
Dam
1
Save Mod
-3
AP
D6+5
Multimelta
Blast 2"
Range
0-12 / 12-24
To hit
+1 / –
Str
8
Dam
2D12
Save Mod
-4
AP
D6+2D12+8

The Multimelta carries a Targeter.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Crew
3–6Land Speeder1012
The crew member nearest the attacker is hit. They have Toughness 4, one Wound, and Power Armour giving a 3+ save, and the hit is resolved under the ordinary shooting rules. Losing the driver sends the Land Speeder Out of Control until the gunner takes over, or until it meets terrain it cannot cross, another vehicle, a building or the table edge. Losing the gunner silences the Heavy Flamer, though the driver can still fire the Multimelta.

Land Speeder Damage Chart (D6)

D6Effect
1

The Heavy Flamer is wrecked and may not be fired again.

2

The Multimelta is wrecked and may not be fired again.

3

The controls are damaged. From now on the Land Speeder must pass a D6 roll of 4+ in each of its movement phases: on a success the driver holds it steady, otherwise it goes Out of Control for that turn.

4

The engine cuts out and the craft drops, coming down in a random direction 2D6" from where it was. Anything caught beneath takes D3 Strength 6 hits at -2. The crew leap clear, but take damage themselves if the Land Speeder had been moving more than 10" on its previous move.

5

The engine detonates and kills the crew. The wreck comes down in a random direction 2D6" off, and anything under it takes D3 Strength 6 hits at -2.

6

The fuel explodes and the crew die. The burning wreck falls 2D6" away in a random direction, and its ammunition goes up on impact: D3 Strength 8 hits at -3 on every model within 3".

Predator

Datafax

Vehicle data

Movement
Slow 7" · Combat 20" · Fast 25"
Type
Tracked
Ram value
Str 8 · Dam D12 · Save -5
Crew
4
Weapons
Autocannon, turret, 360° field of fire. Either 2 × Heavy Bolter at +30 points or 2 × Lascannon at +90 points, side sponson, 180° field of fire. Auto-Launcher may be fitted, at +5 points.
Weapon data
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-3
AP
2D6+8
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
Dam
D6
Save Mod
-2
AP
D6+5
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6

The turret Autocannon and both sponson weapons carry Targeters.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Track1515
2–3Hull2018
4Sponson1715
5–6Turret2222
Hit the one nearest to the attacker.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Predator may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Predator goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Predator. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies in the crash on a D6 roll of 4+; the rest dismount as normal.

Sponson Damage Chart (D6)

D6Effect
1

The sponson weapon is damaged and fires only after a D6 roll of 4+.

2–5

The sponson is wrecked and the weapon mounted in it may not fire again this game.

6

The sponson is wrecked and the blast flashes back into the hull. Roll on the Hull Damage Chart.

Hull Damage Chart (D6)

D6Effect
1–3

A blast rips the crew compartment apart. Every crew member is hit and killed on a D6 roll of 4+.

4

The engine explodes and kills everyone aboard. The blast spins the Predator to a random facing, where it halts for the rest of the battle.

5

A spark reaches the fuel and the Predator burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

6

The ammunition goes up and the Predator is destroyed. Every model within 3" takes D6 Strength 10 hits at -3.

Turret Damage Chart (D6)

D6Effect
1

The turret Autocannon is damaged and fires only after a D6 roll of 4+.

2

The turret jams and can no longer rotate. The Autocannon fires only straight ahead.

3

The turret gunner is killed. The Autocannon cannot fire until another crew member takes the position.

4–6

The ammunition in the turret explodes and the Predator is destroyed. The whole crew dies and the turret is blown 2D6" in a random direction before it hits the ground; anything under the spot where it lands takes D6 hits at Strength 9 with a -6 save modifier.

Rhino

Datafax

Vehicle data

Movement
Slow 8" · Combat 18" · Fast 25"
Type
Tracked
Ram value
Str 7 · Dam D12 · Save -5
Crew
1
Transport
10
Weapons
2 × Boltgun, twin linked, 360° field of fire. Auto-Launcher may be fitted, at +5 points.
Weapon data
Boltgun
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Track1515
2–5Hull2018
6Weapons1212
Hit the one nearest to the attacker.

Hull Damage Chart (D6)

D6Effect
1

The driver is killed. The Rhino goes Out of Control and may fire no weapons until another model takes over.

2–4

A blast rips the crew compartment apart. Every passenger is hit and killed on a D6 roll of 4+.

5

The engine explodes and kills everyone aboard. The blast spins the Rhino to a random facing, where it halts for the rest of the battle.

6

A spark reaches the fuel and the Rhino burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Rhino may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Rhino goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Rhino. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies in the crash on a D6 roll of 4+; the rest dismount as normal.

Weapons Damage Chart (D6)

D6Effect
1

The bolters and auto-launchers are damaged and may fire only after a D6 roll of 4+.

2–5

The bolters and auto-launchers are wrecked and may not fire again this game.

6

The bolters and auto-launchers are wrecked and the blast flashes back into the hull. Roll on the Hull Damage Chart.

Space Marines Datafaxes in 40k 2nd Edition | 2ed1993