RulesPal
Chat
Rulebook
Space Marine Adventures: Rise of the Orks thumbnail

Space Marine Adventures: Rise of the Orks

Space Marine Adventures: Rise of the Orks Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • The Board
  • Set-Up
  • Terminator Datasheet
  • Supply Cards
  • Ork Tokens
  • How to Play
  • Ork Wave
  • Terminator Action Phase
    • Move Action
    • Attack Action
  • Ork Action Phase
    • Ork Tokens Moving
    • Smash the Reactors!
    • Ork Tokens Attacking
    • Losing the Game
    • Heroes All
  • Special Ork Tokens
  • Supply Tokens
  • Glorious Victory

Overview

In this game the players control the Space Marine Terminators, and must all work together as a team to defend the armoured bunker of Shield Generator Gamma-9. They must destroy the Ork tokens, protect the bunker's power reactors and stay alive. When the last Ork token is destroyed, all the players instantly win the game!

Components

As well as this rules manual, this box contains the following components:

  • 5 Terminator miniatures: Brother Magmus, Brother-Sergeant Angelus, Brother Stormheart, Brother Lucian, Brother Etrus
  • 5 datasheets, one for each Space Marine Terminator
  • 2 double-sided difficulty cards
  • 32 supply cards
  • 2 line of sight rulers
  • 1 attack dice
  • 6 damage markers
  • 6 double-sided power reactor tokens (undamaged and damaged)
  • 6 supply tokens
  • 2 grit markers
  • Ork tokens: 20 Ork Boy tokens, 5 Ork Nob tokens, 5 Ork Meganob tokens, 8 Ork Burna Boy tokens, 10 Ork Kommando tokens, 2 Ork Mek tokens, 1 Ork Big Mek token, 1 Ork Painboy token, 1 Ork Weirdboy token, 1 Ork Warboss token

The Board

The game board contains the playing area, known as the board. It is divided into hexes. Some hexes have different colours and designs, denoting particular effects in the game:

  1. Power reactor hexes are where power reactor tokens are placed.
  2. Ork breach hexes are where Ork tokens come into play. There are six breaches numbered one to six.
  3. The grit tracker shows you how close you are to losing the game. It will move towards the defeat area as your Terminators are injured.
  4. Control panel hexes are where Ork tokens move towards to destroy power reactor tokens.
  5. Supply hexes are where Terminators can get supply cards.
  6. Terminator starting hexes are where your Terminators will start and heal during the game.
  7. Wall hexes: Neither Terminators nor Ork tokens can move or see through them.

Set-Up

To get started, first put the five Terminator miniatures together (assembly guide on pages 18-19 of the rulebook). You will use all of them in each game.

Now pick the difficulty you will play the game at. This game contains difficulty cards which show the four different difficulty levels. These are Novice, Warrior, Veteran and Commander. The easiest version of the game is Novice. If this is your first game, use this level. Warrior is more difficult and Veteran is for experienced players only. The final level is Commander and is very hard to win - be careful! The players decide as a team what difficulty level to use in each game.

Difficulty card: (1) A description of the difficulty level. (2) The Ork tokens you will need ("Ork Horde"; Novice: 20 Boyz, 5 Nobz, 5 Kommandos). (3) The number of Ork reinforcement tokens that will appear each round ("Orks per Wave"; Novice: 5).

Place the game board in the centre of the table where every player can reach it.

  1. The youngest player picks one Terminator and takes its datasheet (see Terminator Datasheet below). Then they pick one Terminator starting hex, and place their Terminator in that hex. The player to their left then does the same, until each player has their own Terminator set up on the board. Each Terminator must be set up in a different hex. Keep going until all the Terminators are picked. This may mean that some players control two or more Terminators.
  2. Each player then places a damage marker on the damage tracker of each of their Terminators' datasheets. It must be placed on the 0.
  3. Remove the Ork tokens from the punchboard if this is your first time playing and place them to one side. Take the number and type of Ork token named on the difficulty card under 'Ork Horde'. Mix these tokens together face down in a pile next to the board - this is the Ork reserves pile. Any remaining Ork tokens are not being used - place them in the game box.
  4. Take the number of tokens written under 'Orks per Wave' from the Ork reserves pile. Keeping them face down, roll the attack dice for each one. Each time you roll, place an Ork token face up in the Ork breach hex that matches the number rolled. If there is already an Ork token in that breach hex, place the token in the nearest hex to that breach hex that does not contain an Ork token or a Terminator and is not a wall hex. Where there is a choice, the players decide which hex the Ork token is placed in. This is called 'adding Ork tokens to the board'.
  5. Take the 6 power reactor tokens and place one in each of the power reactor hexes, with the undamaged side face up.
  6. Place one supply token in each of the supply hexes.
  7. Place the grit marker in the starting space on the grit tracker, on the space marked 3.
  8. Place the attack dice on the board in the centre wall hex - do this after rolling the attack dice for any reason!
  9. Take all of the supply cards and shuffle them, face down, to form the supply deck. Place this deck beside the board.
  10. Take the two line of sight rulers and place them beside the board where all players can reach them.

You are now set up and ready to start playing.

Terminator Datasheet

  1. The Terminator's name.
  2. The Terminator's Chapter icon.
  3. The Terminator's Command value. The higher the number, the earlier that Terminator takes their turn.
  4. The Terminator's Move value. This tells you how far that Terminator can move when it makes a Move action.
  5. That Terminator's unique abilities, including how it attacks.
  6. The model for that Terminator.
  7. The Terminator's damage tracker (spaces 0 to 5, the last showing the out of action symbol).

Example, Brother-Sergeant Angelus (Command 9, Move 1):

  • Thunder Hammer: Brother-Sergeant Angelus can only attack Ork tokens that are next to him.
  • Storm Shield: When Brother-Sergeant Angelus suffers damage, reduce that damage to 1.
  • Unstoppable Advance: Brother-Sergeant Angelus can make three Move actions and 3 Attack actions in any order in his turn.

Supply Cards

  1. Card artwork.
  2. Card name and description.
  3. When the card can be played.
  4. The rules that apply when the card is played.
  5. If the card is restricted, this box will name the Terminator that can use it and the card will show their Chapter icon.

Example: "Righteous Strength" - You can play this card before Brother-Sergeant Angelus attacks. Treat the next Ork token Brother Angelus targets as being Toughness 2. (Brother-Sergeant Angelus only.)

Ork Tokens

Each Ork token shows its Ork Movement, Ork Damage and Ork Toughness values in its picture.

How to Play

The game is played in a series of rounds. Each round there is an Ork wave, then the Terminator Action phase, then the Ork Action phase. After the Ork Action phase, start another round.

  • Ork Wave: An Ork wave is when the players place new Ork tokens on the board.
  • Terminator Action Phase: Terminators act in the Terminator action phase.
  • Ork Action Phase: Finally in the Ork action phase, the Ork tokens move and attack.

Keep playing rounds until the game ends.

The game will end instantly if any of these events happen:

  1. The last power reactor token is damaged. This is a loss for the players.
  2. The grit marker is moved on to the 0 space of the grit tracker. This is a loss for the players.
  3. There are no Ork tokens in the Ork reserves pile, and the last Ork token on the board is destroyed. This is a win for the players.

Ork Wave

Skip this step in the first round. The first wave of Orks has already been placed during set-up.

During later rounds, the players add a wave of Orks to the board. They do this by adding Ork tokens to the board using exactly the same rules from set-up.

Terminator Action Phase

In the Terminator Action phase, the Terminators take one turn each. When each Terminator has had one turn, the Terminator Action phase ends.

Play Order: The Terminator with the highest command value takes the first turn. The next turn is taken by the Terminator with the next highest command value, and so on.

Next to: If two hexes are touching, they are next to each other. Each hex touching another hex that contains an Ork token or Terminator is next to that Ork token or Terminator.

Moving and Attacking: When it is a Terminator's turn, they can make one Move action and then one Attack action, or they can make one Attack action and then one Move action. They do not have to do either. After this their turn ends and the next Terminator takes their turn. Once each Terminator has had their turn, the Terminator Action phase ends and the Ork Action phase begins.

Healing: If a Terminator ends their activation in a Terminator starting hex, move their damage marker 1 space towards the '0' symbol.

Move Action

When a Terminator makes a Move action, their player moves that Terminator's model into a hex next to that model a number of times up to their Move value.

  • A hex can only have one Terminator in it.
  • A Terminator cannot move into a hex that has another Terminator or an Ork token in it.
  • A Terminator cannot move through another Terminator, over any wall hexes or through Ork tokens.

Attack Action

When a Terminator makes an Attack action, their player follows the sequence below.

Pick an Ork token that is visible to the Terminator. To check if an Ork token is visible, draw any imaginary straight line from the hex the Terminator is in to the hex the Ork token is in. If the imaginary line does not cross a wall hex, the Ork token is visible.

If the imaginary line can be drawn from the centre of the hex the Terminator is in to the centre of the hex the Ork token is in, it is a clear shot. If you are not sure, use a line of sight ruler to check. Unless the Terminator's datasheet says otherwise, a Terminator can attack an Ork token that is visible anywhere on the board.

Otherwise the Ork token is 'in cover' - add 1 to its Toughness value for that attack.

Once a visible Ork token has been picked, the Terminator attacks the Ork token by making an attack dice roll.

Attack dice roll. Roll the attack dice. The number in the picture on that Ork token is that token's Toughness value. Compare the result of the attack dice roll to the Toughness value of the token you picked. If the result is equal to or greater than that Toughness value, the attack hits and the Ork token is destroyed - remove it from the board and place it next to that Terminator's datasheet. Otherwise, the attack misses and nothing happens.

Abilities. Each Terminator has their own, unique abilities, which usually affect how they can attack. For the rules on how these work, read each Terminator's datasheet.

Ork Action Phase

During the Ork action phase, each Ork token will move towards the nearest control panel hex that is next to an undamaged power reactor token. After moving, an Ork token may attack.

Ork Tokens Moving

During the Ork action phase, each Ork token on the board moves once. When an Ork token moves, a player moves that Ork token into a hex that is next to it a number of times equal to the Move value in the picture on that Ork token. For example, an Ork Boy token has a Move value of 2.

When a player moves an Ork token, they must move it by the shortest route towards the nearest control panel hex that is next to an undamaged power reactor token. At the same time, they must try to move it next to a Terminator without ever moving it further away from a control panel hex next to an undamaged power reactor token.

If an Ork token is an equal distance from two or more control panel hexes next to undamaged power reactor tokens, the players choose which control panel hex the Ork token moves towards unless one route would take that Ork token next to a Terminator. In that case, the Ork token will take the route that moves it next to a Terminator.

If an Ork token is already next to a Terminator, it does not move and it attacks (see below).

If an Ork token moves into a hex next to a Terminator, or a control panel hex that is next to an undamaged power reactor token, its move ends and it attacks.

Ork tokens can move through other Ork tokens, but cannot end their move in the same hex as another Ork token. If they would end their move in the same hex as another Ork token, they move as far as they can and then their move ends. This can mean that an Ork token does not move as there are too many Orks in the way!

Smash the Reactors!

The players must move the Ork tokens that could attack an undamaged power reactor token first (see below to see how Ork tokens attack). If two or more Ork tokens could attack the same undamaged power reactor token, then the players choose which order those Ork tokens are moved in. After any Ork tokens that could attack a power reactor have moved, the players choose which order the other Ork tokens move in.

Ork Tokens Attacking

Ork tokens can attack undamaged power reactor tokens and Terminators.

An Ork token attacks:

  • After it is moved next to a Terminator, in which case it always attacks the Terminator.
  • After it moves into a control panel hex next to an undamaged power reactor token and there is no Terminator next to it, in which case it attacks that power reactor token.

When a power reactor token is attacked, flip it to its damaged side - it is now damaged. If all of the power reactor tokens are damaged, the players lose.

When an Ork token attacks a Terminator, it deals damage to that Terminator. Note that you do not roll the attack dice when Ork tokens attack - these attacks always hit! The damage dealt is the value in the picture on that Ork token. Move the damage counter on that Terminator's datasheet that many spaces towards the out of action picture.

When the tracker is moved on to the picture, place the Terminator model on its side in the same hex he is in. It is said to be 'out of action'.

Ork tokens do not attack Terminators that are out of action. Ork tokens that are next to an undamaged power reactor token and a Terminator that is out of action will attack that power reactor token when they attack.

When a Terminator is taken out of action, advance the grit tracker once to the next space. If the grit marker is moved to the '0' space, the players lose.

Losing the Game

There are two ways to lose the game - by running out of grit or by having no undamaged power reactor tokens. This means you have to watch where the Orks will move to.

Heroes All

Terminators are the best fighters in the galaxy. When a player takes their turn, if their Terminator is out of action, stand the model back up. The Terminator's damage tracker is set so that one point of damage will take them out of action again. The Terminator is not out of action any more and can act as normal.

Special Ork Tokens

Each Special Ork token is an Ork token, and moves and attacks like other Ork tokens. In addition, each has its own ability. If two or more of these abilities would happen at the same time, the players choose which order they happen in.

  • Warboss - Warpath: After all the Ork tokens in a wave have been added to the board, if the Warboss is in that wave, every Ork Boy token on the board moves and attacks once before the Terminator Action phase, following the same rules as in the Ork Action phase. (The other Ork tokens on the board do not move. This can result in two power reactors being damaged!)
  • Weirdboy - Waaagh! Energy: At the end of the Ork Action phase, count the number of Ork tokens next to the Weirdboy, including the Weirdboy itself. The nearest Terminator within 2 hexes of the Weirdboy is dealt damage equal to that number - even through a wall hex! If there is a choice, the players choose which Terminator is dealt the damage.
  • Big Mek - Tellyport Blasta: At the end of the Ork Action phase, the nearest visible Terminator to the Big Mek is dealt 2 damage. If there is a choice, the players pick which Terminator is dealt the damage.
  • Meks - Kustom Mega-blasta: At the end of the Ork Action phase, the nearest visible Terminator to the Mek is dealt 1 damage. If there is a choice, the players pick which Terminator is dealt the damage.
  • Painboy - The Dok Is In: Add 1 to the Toughness value of Ork tokens in hexes next to the Painboy (but not the Painboy itself).

Supply Tokens

There are six supply tokens on the board.

Moving into a hex with a supply token. Each time a Terminator finishes a move action in a hex that contains a supply token, their player draws the top two cards from the supply deck. That player then picks one of these supply cards and keeps it. They put the other supply card in a discard pile next to the supply deck. Then remove the supply token from that hex and place it next to the board.

If the supply card that was picked is restricted to a particular Terminator, give it to the player controlling that Terminator. Otherwise, the player who drew the card keeps it.

Playing supply cards. A supply card will tell you when it can be played and what happens when you play it. After it is played, place it in the supply discard pile.

Glorious Victory

When the last Ork token is destroyed, the players instantly win the game. In order to rank your victory, check which space the grit marker is in on the grit tracker and count the number of power reactor tokens remaining on the board, and then consult the tables below.

Grit tracker space:

  • 3: The Orks have been utterly vanquished. You have won an unblemished victory...
  • 2: Though casualties were high, you have performed the impossible and defeated the Orks...
  • 1: Heedless of the terrible casualties suffered by your brother Terminators, you fought on...

Power reactor tokens:

  • 6: ...and you are hailed throughout the galaxy as paragons of war! A glorious defence in the Emperor's name!
  • 5: ...and the void shields protecting the city barely flickered. A near-perfect victory.
  • 4: ...and the void shields protecting the city, though damaged, were maintained. Acastus is saved.
  • 3: ...but despite your efforts the void shields failed for a moment. The damage caused to the city was not great, but was enough to be a stain upon your Chapter's honour.
  • 2: ...though the void shields fell for a time, allowing a warband of Orks to invade Acastus, where they caused significant damage. Your victory is bittersweet.
  • 1: ...however, though the void shields are now back online, they were down for long enough that nearly half the city now lies in rubble. You have earned little glory this day.