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Space Marines Rules


Dispersed Formation

See Squad Coherency in General Rules.

Carried by Scout Squad.


Infiltration

See Infiltration in General Rules.

Carried by Scout Squad.


Leadership

A Space Marine unit that fails a Leadership Test—whether from Psychology or a Break Test—may take it again at once, so long as it stands within 8" of the Chaplain.

Carried by Chaplain.


Repair

The model may work for a whole turn on one damaged hit location of a vehicle or a Dreadnought, or on a support weapon already destroyed, provided it can reach the wreck in its movement phase. It neither shoots nor fights while the work lasts. Roll a D6 as the turn closes.

Repair Chart (D6)

1-2
The machine is past saving, and no further work will serve.
3-4
The job stands half done. Work may carry on through one more turn, at whose close a D6 roll of 4+ finishes it and any lower score gives it up.
5+
Every hurt the location took the turn before is made good.

Carried by Techmarine.


The Space Marine Rapid Fire Rule

See The Space Marine Rapid Fire Rule in Shooting Phase.

Carried by Apothecary, Assault Squad, Captain, Chaplain, Company Standard, Devastator Squad, Librarian, Scout Squad, Space Marine Commander, Support Weapon, Tactical Squad, Techmarine, Terminator Squad, Veteran Sergeant.


The Space Marine Shaken Rule

See The Space Marine Shaken Rule in Breaking & Rallying.

Carried by Apothecary, Assault Squad, Captain, Chaplain, Company Standard, Devastator Squad, Librarian, Scout Squad, Space Marine Commander, Support Weapon, Tactical Squad, Techmarine, Terminator Squad, Veteran Sergeant.