THE OFFICIAL WEBSITE OF THE HAMMER’S SLAMMERS
THE CRUCIBLE RULES SYSTEM HANDBOOK
The Terran Authority Advanced Starmarines are Elite: Each Detachment is 8 Tus. All infantry not on Skimmers
TUs start the game in APCs.
Heavy Detachment: 2 Komodo MBTs; 1 Komodo Command Tank, 2 Wraith Medium Tanks;1 Spectre MICV; 2 TUs
infantry (1 regular, 1 support squads). Total: 3550pts. Or...
Support Detachment: 1 Wraith Medium Tank; 1 Wraith Command Tank; 1 Tiger Air Defence Tank; 2 Ghost Light
Tanks; 1 Spectre MICV; 2 TUs infantry (1 regular, 1 support squads) Total: 2960pts. Or...
Mobile Infantry Tank Destroyer Detachment: 2 Raeside Missile systems; 4 TUs skimmer mounted infantry. Total:
1480pts.
Add a Lt. to any of these detachments at 40pts. Treat this force - whatever option is selected - as a SINGLE
detachment. Build a bigger force with two detachments and a captain (100pts), three. detachments and a major
(200pts), or four detachments and a Marine Colonel (350pts),
Raeside Missile System fitted with a Sniper Pod (S3)
The vehicle may designate its own ATGWs giving 'fire and forget' capability to the missiles it carries. the 'sniper' is
always assumed to have line of site on the target as long as it is in sight in phase 5a. In addition, it may also
designate for other assets - other friendly TUs with ATGWs. If no missiles are fired it may act as a powergun
weapon: Sh 2, FP2/2. It may act as superior spotting for Mortars and Artillery, just as a regular Sniper TU would –
(see page 120 of The Crucible). It costs 1LP per turn to activate.
Result of Laser Burn Through (S5)
Instead of two shots, adding a second die roll (indicated by the +1B) to the first shot and applying the following
formula means that a penetration may happen.
On the second dice:
6 = Add the infantry FP to the first dice
2 - 5 = Add 1 to the first dice
1 = Burn out Barrel (as if using the Rapid Fire rule). Weapon may no longer fire.
Terran Authority Starmarines Advanced Marine Units (348TW and beyond)