The project owner's rules for how the original plays went in, plus faster-looking tracers. "Owner's knowledge" below means the owner's memory of the original game; where the game's files are silent we say so.

**What changed**

- **Charge needs a sprint.** The charge (W + F while running) only starts from the sprint state. Without a sprint, F is the stun strike. Assault and Raptor charge on the ground only. The exact speed margin for "sprinting" is our choice.
- **Hip fire waits for the weapon to come up.** The first shot after raising a weapon waits for the raise (rifle 0.2 s, pistol 0.167 s, both read from the animation graphs). Weapons that are always up never wait. After a shot the weapon stays ready for 1 s (our choice at this point).
- **Charged weapons:** tap the left mouse button for a basic shot, hold it for the charged shot. The separate alt-fire button is gone.
- **Spawn rooms can no longer be flown over.** The spawn-room barriers now reach 25 m above the level so jump packs cannot skip them. This is a deliberate **change from the original**, decided by the owner.
- **Tracers and beams feel immediate.** Bolt tracer heads now cross the distance in at most 0.1 s and arrive with the impact. The lascannon beam and its impact appear together; before, the Space Marine lascannon impact showed up 0.18 s late because of a texture-scroll speed.

**What is provisional**

The charge speed margin, the 1 s ready hold, the 25 m barrier height and how tracer timing is compressed are our own choices, not values from the game's data. Every deliberate change and every guess is now listed in `docs/changes-from-original.md` in the code repository.

The screenshots are from a flat test arena, so the floor is a placeholder; the weapon effects are the original ones.

*Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.*
