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DESPERATEBATTLE
BETWEENiIAN AITOALIEIT!
COITTEITTS
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c l o s E A s s A u t T. . . .
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H o l t tT o P L A Yr H l s o A l t c . . . . . . . . .
R C A O Yf O R P I A Y . . . . . . . . .
GETTIIIO
T U R TS C O U C f l G E . , , . .
Marine Player'sTtrrn (9); StealerPlayer's
1|rn (9).
8L|PS.. .
Blip Movement (23); Examining Blips (23);
Blip Conversion(23)i Flamer Hits on Blips
(24);Blip
(24);Runningout of Stealers
Entri Areas(25).
THC TIiICR.
How to Usthe Timer (9): Losiog
Commanders(9); First Time Players(9).
Poltrrs.
r|Antt{ccommAr{o
10 ooons.
26
11
SUiIIIARY Of PLAY.
21
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CREOITS
Geme Deslgn: Richard Heuiwell
Mdtttosr M.terl4l & Edtttng, Paul Murpht
Modcls Dcstg!,Jes coodwin & Bob N2ismnir
covcr Art: Geiry Gm.e
wayne Englxnd& David Grll2gher
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+ John Blar.h., .tltw.trc Engl2nd,
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PRODUCT
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Chsron srct, Hilhop, Esrnood.
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lFilet1327.90
/File NamerAAR 32.11.098BloodAngolsLA
/FileStatus:S6cr6t
/Date lnputred:2 247 989 M41
/lnputtedby lname):lmperialCommando.Trix
/lnDuttedbv {serialnumber}:431'12.34.601
/BeoinFile:
AFTER ACTION
- Purye of enemy vessel by Blood Angels Chaptet Legiones
Astaftes. Thitd Phase - 2 154 989 M4l, srid coodinates 7a/54/23
thtough 80/55/23 lsee stategic nap; File M55.7ag).
(See also: File 1209.4-1209.47 First Phase - Ship actions against
enemy vessel;File 13O4&l3O5.l Second Phase - Boading enemy
vessel; 1305.22-1305.67 Thid mase - Expanding bndgeheads and
linking assaultcrcft.)
REPORT
15.19.35 J
Pincsr attack rspulssd. Alins widn brsach, infiltrating
sectors 78/55/21 and 74154122.Matines in sector 78/55/22 encircld.
15.20.00 J
Marines orderedto tall back and sstablishnew defensive
l i n e a t 7 8 1 5 4 1 2 1 - 7 8 1 5 4 1 2 7H
. eavy casualties repo.ted during
15.2O.43 )
Captain Mentage killsd lsading brsak'out attempt from
sector 78155/22. Fifteen Marines lost during break-out;three suruivors
reach defensiveline at 79155/2!.
Heavypressurealongentarelronl,
15.22.30-t Delensivelineestablished.
Operationalreserv{twenty heavily-wo!ndedMsrines,assortedsupport
staff andnon-essentialship'sDersonnel)orderedto bolsterdefensivelina
15.25.00)
15.32.45)
and
* Marine Casualties: Twoofficerskilled,threemissing
of
prsumsd
missingandpresumed The BloodAngelsCompanyhas been decimaled,and is in rcaldanger
dead.EightMarineskilled;twenty-eight
a man, th surviving Marines (myself
killed. being wipsd out in its ntifety. Togive
dsad;fourteensuDDort
st6fl 6ndnon-essential
shiD'sDersonnel
conlirmedkilledjone* Enemy Casualties: seventy-two
hundred-and-f
iftv-threeorcb.bles.
nTto0[cTtot
BACttGROUilO
The Genestealers
are a raceof alienswho seekto conauer
the unive.se.They travel in huge,ancieot. nearly der;lict
vessels,commonly known as spacehulks, until thy find
a suitableplanet to colonize
A victim of the Stealert.uly suffers a fate wolse than death.
Iniected with the Stealer'segg, the victim becomes an
unknowing carrier of the Stealer'sDNA pattein, and his
children are bom asGenesteale$.Thescreatures.in turn.
infect other humans.until the entire planet is takenover
The Empe.orofHuman Spacehasrecentlybecomeaware
of the Stealersactivities and is taking immediatestepsto
isolateand stamp out the attack - but at a terrible price _
rhe Emperor's tnquisitors ruthlessly sterilize raintedplanets.
wiping out their populationstothe last man. womin. and
child.
Though rhus far t00o/oeffective in sroppinqrhe soreadof
rhe Stealersbeyond the infected planiis, t-hissoiution is
not without its dfawbacks.In additionto the obviousloss
of life aod resources,if newsofthe scorchedearth Dolicv
spreads.local governmentsmay naturallybecomereticent
about telling the Imperium that they havebeen infiltrated.
making the job ofcrushing the inwsion all rhat much more
difficult. Therefore,grearefforts arebeing madeto search
out the invading vesselsand attack and desiroy them before
rhey have a chance to infect arry more planets.
Enter the SpaceMarines.
Space Hulk chronicles the assault upon one of the giant
vesselsby a Company of SpaceMarinesfrom the Biood
Angels Chapter of rhe Legiones Astattes. One player takes
the part of the SpaceMarines,the toughestwairiors ofthe
Imperium, and the other plays the Genestealers,terrible
alien in detsfrom another galaxy. The fight is to rhe death.
THE RUTES
The firsr thing )ou havero do r,oplay Space Hult is read
theserules.Thry aren r parricularly long or difficutt, and
we ve included Iots of diagramsand examplesto help
explain rhe more compticatedideas.Don r tryio memorize
rnrsDooXon the lirsrgo: all you reall) needro beginplay
is a grasp of how rhings work - you can look up thi
particulaEas vou needduring the gane
The fi6r secrion of rhe rules. entitled Hou to pl.q Tbis
Gamq ptovides an ol.en'ie* of the entire game. Once
you vf rcad lhar. vou ll havea good undentandingof what
the variousrulesmchanic5
aremeantto accomplishand
how they fit in the overall scheme.
The Missions
Once )'ou have read the rules and assembledthe Dieces.
you are-read]ro begin play.At rhispoinr, you wiil ha\'e
to d,ecidewhich of the Mlssions.appe^ringin the Mlssioo
al|_dBackgrou[d book, you wiJh to play. The Missions
tell how to arEnge the boardsto recreatea section of the
spacehulk, where the men and atiensbegin play, when
and wherereinforcemefts (ifany) affiye, and whit you neeO
to do to win. EachMissionis different from the rest; each
presentsits own unique challenge.
W_
e've included six Missionswith the game,and once you,ve
playedfor a bit and havea feel for w-hatmakesa balanced,
exciting gamof Space Hulk, you can easih.createyour
own.-ln addition. Wbite Dwarf, cames Workshop.s
monrhly gamesmagazine.periodicall\ publishesniw
Space Hulk missions.
t
In space Hulk, one player takesthe role of the spaceMarines,fanaticalwarrio$ dedicatedto the destruction of the
enemies of the Emperor of all Human Space,equipped with awesome weaponry and massiveTeminator armour; and
the other player takesthe roll of the Genestealers,
fast, vicious, and super-humanlysnong alien creatures.The game
takesplace aboard a massivederelict vesselknown as a spacehulk, in which the aliens are invading Human Space.
THC iIAP
Entry Areas
As you'll notice from the diagram above, a number of
corridors lead off the map.In the Missions,certainofthese
corridors are desigoatedStealerEntry A/e6s, which mans
that tlre Genestealerscan usethm to bring reinforcements
into play.
The Marines
Depending upon the Mission, the Marine player has one
or two squadsofSpaceMarioesunderhis command.Each
Squadcontains five Marines: one Sergeant,one Flamer
Marine.and three Marines.Eachofthe Marinesis dressed
which makes
in lbminator armour, a powerful r<oskeleton
him much stronger than a normal human and able to
withstand the most hostile environment. EachMarine is
also equippd with a mighty power glove.
Madne Sergeaots
These are the commanders of the
Squads.They are particularly powerful
Squares
in hand-to-hand (or hand-to-claw)
Each map sectioo is divided into squars.No more than
Loss of
combat with the Genestealers.
one piece rxry ever occupy a singe square, and a piece
the Sergeantswill effect the amount of
cannot move through an occupied square.This meansthat
time the Marine playei has to complete
they cannot passeach other in the c|amped, one squarehis turn (see below). The Marine
wide corridors of the spacehulk - so if lour Flamer Marine
Sergeants
arearmed with stormbolters.
is at the back of the Squad, and you want him to burn out
the concentration of Genestealerslurking ahead, first Flamer Marhe s
you've got to get everybody out of the way!
These Marines are armed with six-shot
'heavy flamers. Heavy flamers afe
Doofs
powerful weapons which fill entire
The Missionstell 'ou where to placedoor counterson the
corridor or room sectionswith flames,
map. Door counters represnt the airlocks and blast-doors
possibly destroying any or all
dotting the huge vessel.Both sidescan open or closeth
within.
Genestealers
doors, Howe!4 since Genestealerslike to lurk out of sight
behind the doors and pounce upon unwary Madnes, smart
Marines oftenblow the doors right out ofthe walls instead
of using the simple opening mchanism, thus denying their
Madnes
opponents a place to hide.
The SpaceMarinesare armed with storm
Interestinglt the doors no longer serve their original
bolters. Extremely effective against
purpose as airlocks. The ship has been hit by so many
individual Genestealersat long r-f,nge,a
asteroids during its ageslong royage through space,that
Marine is in real trouble if a Stealer gets
all ofthe atmospherewithin hasleakd out. somehow, the
within clawing distance!
Genestealersare able to survive in the hard vacuum. The
SpaceMarines, protected by their Terminator arlnour, ale
similarly unaffected - but drey die horibly iftheir suits ar
Dunctured.
ltot! T0PtAvrHNoAilE
The Genestealers
The cenestealerplayer hasa virtually unlimited number
of Steale$ under his command. Though he usually gets
only a few at thebeginning oftheMission, more and more
reinforcementsarrive as the game progresrs.
Bltps
TURt{S
Space Hulk is played in turns - a Madne player's turn,
followed by a Genestealerplayer's tu!n. The turns are
further divided into a number of smaller parts, called
pbases. Specific things happen irl each phase,and it is
important that yon do them in the proper older, at the
proper time.
Sequence of Play
Marine Player's Ttrrn
set Tlmer Phase: The Marine playe! is under time
pressure.Becausedre Genestealers
areso much fasterthan
humans,the Marine sergeantsmust think and act fast, or
theirsquad is dead.To simulatthis, theMarine playerhas
only three minutes to move his pieces. To make matters
evenworse, if a Marine Sergeantis everkilled, the Marine
player has even /ess time to make his move!
In the SetTimer Phase,the Stealerplayer announcesthe
beginning of the Marine player'sturn. From then on, he
keps track of the passageof time on a stopwatch or
wristEatch; once three minutes have passed,the Marine
player's turn is over
Commaod Phase: During this phase,the Marine player
ramdorr y d.aws a 6omlru1nd countei 'jJumbrtdfrom one
to six, to find out how m ny Command Por'rdshe has.The
Marine player usesCommand Points (also called CPs)to
have his Marinesperform exceptionalfeats.
The Marine player keepsthe number of command Points
he hassecretftom the Genestealerplayer until the Endphase
at the end of rhe Genesralerplayer's turn.
Action Phase: Thjs is when the Marinesmove,fire, open
and close doors, and perform other actions. A t]utn
represntsa very short period of time - five to ten seconds
- and a Marine can only do so much in that time. Thus,
each action rhe Marine might take is assignedan Action
Point (AP)Cost,and eachMariflehas4 Action Points(APs)
per turn.
For e$ampl4 a Maine must pqt 2 Ah to rnoueorw sqr.are
bacbwar^ and 1 AP tofire a storm boltex Duringa turn,
be could fire his bolter four tirnes or moae backuards 2
squares,or vnue b.7chw.7r^ one squ4re and.fire bis bolter
tulce - be could perforrn .|ny Actions be wisbed. in an!
order, .ts long as be dldn't spmd more tban 4 APs,
In addition, the Marin player can spend some or all of
the Command Pointshe gained during the Corffnand Phase
to have Marines perfom actions toalling more than 4 APs.
Following is a list ofthe actionsthe Marinescan perform:
Move: The Maline movesto an empty adiacentsquare.The
AP cost varies depending upo[ whether he is moving
forward or backwards.
Thr[: The Marine turns while stayingin the samesquare.
ll0l[ T0?tAvTHlsoAllE
Fire Bolterr The Marine fires at a target in front of him.
The Marine can't fire through other models and he can't
fire if the target is to the side or behind him. when a Marine
fires a bolter, the Marine player rolls two dice: ifeither of
the dice turns up 6 or the Marinerolls double6s,the target
is destroyed and removed from the map. If the Marine
repeatedly fires at the same target, he gets a sustained fire
bonus, and his chanceofhitting increases- on the second
shot he needsto roll a 5 or 6 on either dice, and on the
lhird and subsequent
shotsh needs[o roll a 4. 5. ot 6.
Move and Flfe Bolter: The Marine morr'esone squareand
fires a bolter at a taiget. He doesn't get a sustainedfire bo[us
if he is moving and firing.
Genestealer's Ttrfn
Blessedwith remarkably efficient nervous systems,
think and act much fasterthan Humans do.
Genestealers
Therefore,in Space Hulk, the Genestealerplayer is not
under time pressureto complete his moye. The timer is
not used during the Genestealerplayer's turn.
Stealer Reltrforcement Phas
During this phase,the Genesteale!player takesa number
of Blip coufters, usually one, two, or three per turn, as
determined by the Mission.He looks at them to find out
how many Stealersthey rpresent,and theo placesthem
face-downinStealerentryareas.Stealersin entry arcasdo
not haveto move onto the board immediately aftei entering
play; they may lurk in the entry areasfor as long as the
Stealerplayer wishes. Steale$ in entry areascannot be
harmed in any wry by the space Marines.
Stealer Actlol Phase
and Blips
The Genestealerplayer moveshis Genestealers
in much the sameway asthe Marine player moves Marines.
However, Genestealershave 6 APs, two more than the
Marines.Also,some actionscost different amountsofAPs
for Geoestealersand Blips, and some actions are prohibited
for Blips - most importantly, Blips cannot attack.
Since they have no weapons, Genestealersare quite
l'ulnerable to the Marines' firepcMr'erDuring the gamq thsy
often stayjust out of sight of the Marines, waiting until thsy
haveenough reinforcementsto attack in pave assaults.Even
these tactics are not necessarilygoing to b successful,
especiallyifthe Marineplayer hassavedsomeCommand
Points to useto mov/ down huge oumbefs of the offushing
Stealers.However.ifa Stealersurvivesthe fire and reaches
the Marines,he is quite likely to destrcy one or more of
them in Clos Assault combat.
The Stealerplayer'stun endsonce he hasfinishedmoving
his pieces.
Endphas
The playerscheckto seeif either sidehaswon. If[ot, the
gamecontinues. The Marine plapr shows the Stealerplayer
the CPcounter he drew, to prove that he didn't spend more
cPs than he had available.and Flamer markls aod
overwatch counters are taken off the maD.
.GETTII{GRCAOYFOB PLAY
1. First decide who is going to play the Genestealers
and
who isgoiflgtoplay the SpaceMarines,
thenpick aMission
fiom the six provided in the Mlsslon and Background You need a wdstwatch or clockwith asecond handto Dlav
Space Hulkt (See p9 for details.)
book.
NTPORTAITT!
THE iIAP
The terms corridor and room ate \sed interchangeably
throuShout these rules; there is no diffefence betweefl
corridors and rooms except that rooms are wider than
corridors.
THC iIODELS
?t:.,'
comPoilEtrrs
COUITTERS
Slott4 Bass
Thirty-two Slotta basesare provided in Spac Hulk,
twenty-four black, four red and four grey. Glue the
Genestealrsand two of the SpaceMarines to the black
bases,putting the two extra basesto the side. Glue three
SpaceMarinesandone FlamerMarineto thefedbases,and
three SpaceMarines and one Flamer Maline to the grey
bases.
Flamer counter.
Door counter.
Blip counter.
C.A.T.counter.
ffiWffiruffi
overwatch fire/Bolter
Jammedcounter.
Space Hulk is played in tums. Each game begins with a Marine player's turn, which is followed by a Stealer player's
turn. Play altemates between the two for the duration of th game.
Each turn is further divided into phases. Tb make sure that everything is done propedy, follow the ecrct sequence
shown below.
TIARTIIEPLAYER'STURIT
STCATERPLAYCR'STURIT
1, Stealer Reinforcement
^lhe
2. Command Phase
Phas
i. Endphase
The Marine player gets to acti te and movq fire, close
assault and/or put into Overwatch his Marines (see p10).
Once the Marine player has finished (or runs out of time ;
seebelov.), it is the Stealerplayer's turn.
Gnestealersare fast - much faster than humans. A turn of Space Hulk rpresents just a few seconds of real time;
fof the SpaceM2.tines,surviyal depndsupon theif corDmandermaking split-seconddecisions.Therc's no time to cal.efully
weigh all the options. Act fast, or you'r dead. We simulate this in the game by putting the Marine player under time
pressure.
To play Space Hult, you need some kind of timer. A stopwatch is perfect; iust about any watch or clock with a second
hand is flne, as well.
LOSI|{GCOiTitAtIOEBS
FIRST-TftTPTAYCBS
Novice Marine pla'rs get four minutes per tum instead
of three. (They sdll lose thirty seconds of time for each
commander killed.)
THC ACTIOIUPHASE
During your Action Phase,you move and fight with your pieces.You move and fight with your piecesone at a time,
completing one piece'smove before you sEtrtanother's.When you are moving or fighting with a piece, it is said to
be the actiae piece.
In your Action Phase,yorl may actia.rte some,none, or all of your pieces.You never ,4re to activatea piece: it may
sit there doing nothing for as long asyou want - of as long as your opponent lets it survivel
ACT|UATIOtU
Youmay actiruteyour piecesin any ordr you choos,but
each piece may be activatedonly once per turn, and you
may activate only one piece at a time. Once you have
finished with one pieceand activatedanother,you cannot
activate the previous piece until your next turn.
ACTIO|{SPO||ITS ALtOllrAt{CE
Space Marines
4 APs per Activation Phase
a.
'Ifthe
Marine Squadssent into the spacehulk art in consant cofirmunication with a command centre back on the assault
vessel.Eachsquad is under the command of a Lieutenant, who monitors lbrminator progiess via small camens mounted
on the Squad'shelmets, integratingtheir movement within that of the entite assaultteam.
TheseLieutenantsare often quite helpful in combat,urging the Marineson to gteatereffofts, pointing out advancing
Stealersthat d:leMarioes might not have seen, offering tactical suggestions,and so forth. In Space Hulk, the Lieutenants
are represented by Cotnnand Points (CPs).
Genestealers
have no CPs;oflly the Marine player gets them.
GAIITIITGCOIIIIAITD POIIUTS
At the start of the game, take the six Command Point
counters and place them in an opaque containe! such as
a cup. During the Command Pbase,p\ll one ofthese out
of the cup to find out how many Command Points you get
to spend during that turn and the following Genesrealer
player's turn.
After you haye drawn a Command counte! look at it and
place it face-down in front of you.
The CPs must be spent during your turn or the next
Genestederplayer's tum; you may not s,rvethem until youf
following tum. Any CPsleft ovef after the Stealerplayer's
tufn are lost.
Importatrtl Don't tell the Stealei player how many
Command Points you have until the Endphase!
SPEI{DIITGCOMMAilOPOIITTS
Command Points xre exactly like Action Points, except that
you can spend them on any of your Mafines, active or
inactivg and you can spend them during your Action Phase
and the Stealer plaJ'ef b Action Phase.
rAntfffc0ffiAf{oP0tftTs
Reveallng the Command Countef
You rcveal the Conunand Point counter to the Stea.lerplayr
duringthe Endphase.Ifyouspentmore CPSthan you had,
you lose immediaie ly.
Spc lhrlnr
/
\
fBLrPll
\_-/
Sllp
Tbe Marine plater bas tu)o Command Points.
Neitber oftbe tuo Marines shoun bas beenactiuated
!et. He uisbes toflame tbe tuo Stealersalound tbe
cor'rret, but the Marine is in tbe ua! of bis Flamel
Marine. He spends 1 CP to rnoue tbe Marine into
the si.le corridol (A), tben Actiuates tbe Flamer
Ma.rine, ubo ,nouesdown the corridor (2 APs) an.l
turns to face tbe Stealers(1 AP) (8, C, and D). Tbe
Flamer Marine bas only I AP remaining, and it
costs 2 APs to Jlire a lhzme4 so tbe Marine plaler
spends bis last CP and tbe AP to baue tbe Marine
fire bisJlamer, to.tstlng tbe Stealers(E). TbeMarine
pl.4tenna! nou Actirate tbe Marine in tbe side
corridor; tbeMarine uill baue itsfull complement
of 4 APs
\DOOR/
i
I
:
0oor
dw
fhnrr lthrlnr
ugisr
Solt r Shot
0rndrdrr
flrmrr Shot
ilARtilEc0ilitAil0P0ilTt
Exzmples of Spending CPs Duriag Stezler's
Phese
ktlon
It is tbe Stealel pl.aler's Actlon Phase. Tbe Mqrine
pl.aler bas 3 CPslejt; caugbt latber stupidllfacing
in tbe wrong direction, the M4rine is .tbout to get
.lttackedfrom tbe side W.7n angry Genestealer Tbe
Stealar moues touards tbe Maline (A).
TbeMarlne bas a line ofsigbt to the rnoulng Stealer,
so the Maline phyer rt4! spend CPs on bin. The
Marine pl.ayer spends a CP to tur'rr tbe Maine to
face its attacher (B) Ae tur.'t s because tbe Marine
can'tfife at a Stealer coning a.tbiflfrom tbe side).
Sincetbe Marine pla)/er cannot spend an! more CPs
until tbe Ste.ller plawr perlorms .lnotber Action,
be uatcbes belplessl! as tbe Stealer firouesforuard
..gain (C) - nou he's rlgbt next to tbe Marine! AJtel
the Stealef'smooe,tbeMartne plaJgt' inter-raptsonce
more Qnd spends anotber CP to take a sbot at tbe
adaancing Stealer (D); tbe Ebot rnlsses.T|te Stealer
.7ttr7cksthe Marine lrtrclose assault; tJ the M..rine
suruiaes (unlikel!!), tbe Marlne plater c.1n usebis
l^st CP to try to blou awa! the Stealet once ,nore.
MOUEiTCilT
The corridor sections of the map are divided into squares.A piece can move into any adjacent empty squ?lre,includtng
empty diagonaly-adiacent squares(though seebelow) - if, of course,its player pays the APs.It is usuilly more expensiv;
to move backwards than forwards.
Note that you pay APs for each square you move a piece. If, for example, you wished to move your Marine Sergeant
four squares forwards, you would haye to pay 4APs to do so.
Nrhen a piece is moving, it keeps its current facing (see
below); you must pay APs for a rurn action to changea
piece's facing.
FACIITG
qt
Illegal Moves
You cannot move a pieceinto a squarecontaininganother
piece, a closeddoor, or through a wall. In addition, you
carurot move a piece into an empty diagonally-adiacent
square if both intervening squares are occupied by other
Diecesand/or corners.
INCORRECT
FACING
SUfrIfrIARVOF PLAY
SCOUEITCE
Of PIAY
OUERII'ATCHfIRC SUIIIIABY
STEAIIR PLAYER'STTIRN
I ReinforcementPhase
2 StealerAction Phase
3 Endphasc
BOLTERSUiIiIARY
I Targetmustbo in fire arcandLOS.
2 PayAPs.
3 Roll two dice.Targetdestroyedif eitherturnsup '6'.
CLOSEASSAUTTSUMMARY
ACTIOil POIITTSATLOU'AITCC
Space Marines
4 APs per Activation Phase
Genestealers and Bltps
6 APs per Activation Phase
Move Backwards
I square
SUTIiIAfiY OF PLAY
SEOUEITCC
OF PLAY
OUERII'ATCHFIRE SUiIiIARY
MARnDPLAYER,S
TURN
I TimerPhase
2 CommandPointsPhase
3 MarineActionPhase
STEALERPLAYER,S TURN
I Reinforcement
Phase
2 StealerActionPhase
3 Endphase
EOITEB SUMilARY
I Targetmustbe in fire arcandLOS.
2 PayAPs.
3 Roll two dice.Target.
desfoyedif eitier tumsup ,6,.
SUSTAIITEOFIRC SUiIIIARY
Applies only if Marine fires bolrer repeatedlyat same
target.To receivebonus,Marine cannotDerformanv
Aclion orherrhanFbe Boller;if Marineii attackedin
closeassaultcombat,anotherMarineperformsactionor
turn cnds,bonusis lost.
On secondandsubsequent
sustained
fire attacks,number
neededto hit is reducad:
Sustained
Fire
NumberNeededto Hit
(Roll number
on either dice
6
SecondShot
5 or 6
ThirdShot
4,5, or 6
FouflhandSubsequent
Shol.s 3, 4, 5, or 6
ctosE ruisAutTsumitAnY
Stealers
andMarinesonly car closeassault;BliDscannot
closcasslult.To assault.targetmusl be in assaultine
piccc'sfronl square.notfrOntdiagonal.side,or rei
squares.
Attackeronly playsAPs; defenderdoesnot pay any Aps
bodefend.
Attackerand dcfenderroll dice. Genestealers
roll three
dice and pick highest;Marine Sergeantsroll one dice
andadd +1; MarinesandFlamerMarinesrolt one dice.
Highestdiceroll wins.
If attackerwins,defenderis removed.If tie. no effect.If
defcnderwins.altackeris removed(unlcssdcfendcris
notfacinga acker).
If defendcris not facing attacker,defendercannothurt
attacker.If tie or defenderwins, dcfendercan turn to
faceattackerat no AP cost.
ACTTOilPOIITTSALTOWAITCE
Space Marines
4 APs per Activation Phase
Genestealers and Blips
6 APs per Activation Phase
Move Backwards
I square
touEtEftr
Tirrning
Example of Turning
u).
Marines are armed with the very best weaponry in the Imperium. The storm bolter, the spaceMarines' standardfirearm,
fires small, high-velocity bolts with explosive tips, capableof blasting through eight inches of plasteelas though it
were tissuegaper.The healT flamer firs jets of volatile chemicalswhich explode violently, filling the targetareawith
burning flames. Few creatures stand a chance against this awesome fifepower.
The Genestealeris one of them.
TARGTII{G
The term targetinglefers to a Marine'sability to (A) seea
tatget,and (B)bring his wsapon to bearon it . If the Marine
can do both, he can fire at the target. Basically,a Marine
can seetO the front and sides;he may bring his weapon
to bear only on rargets in front of him.
In most cases,a Marine will be firing his storm bolter at
an individual Stealeror door, in which casehe must be able
to target the Stealer or door. \When a Flamer Madne fires
a flame! howevet he is shooting at an entire corridor or
room section. To hit it, he must be able to t^get an! o e
of the squaresin that section.
In gameterms, in order for a Marine to be able to seea t4rget,
he must haye a line o/s8 t (LOS) to the arget; in oider
for him to be able to bring his weapon to bear, the target
must be within his ,?re arc
Line of Stght
Marines don't have eyes(or camer:rmounts) in the back
of their heads. They can see only targets that are in front
or to the sideof them. However,asthey areequippedwith
sophisticatedvision-enhancementequipment built into
theh lbrminator armour, thsy can seeforunlimited distance
(provided there's nothing in the way).
Blocklog Los
If there is a model, wall, corner, door, of burning square
(seebelow) between the Marine and his target, the LOS is
blocked.
Judgtng Dtagonal LIOS
It's simple enough to iudge LOSif the taqet is direcdy down
a line of squaresfrom the Marine - if something occupies
a squarebetwen the Marine and the target, the LOS is
blocked. Howwer, if the target is on a diagonal from the
Marine, it's a little more work. Lay a piece of string or a
ruler ftom the centreof the Marine'ssquareto the centre
of the target's square: if the line passeso\ -r a square
conaining somethingwhich blocks, the LOSis blocked.
If the line passesdirectly between tvr'o squares,LOS is
blocked onfy if botb sqlu rcs are blocked.
tAnilttsHooTtflo
Exanples
of Line of Sight
LOSOPEN
----- LOSBLOCKED
!
:
:
e
s
IE
ilARtftE$lr00flf{0
FIBII{OII'ITH THE
STORMBOTTER
Marinesfire their storm bolte$ at Genestealers
or closed
doors. When a Maline fires a storm bolter at a target,roll
two dice: ifa 6 is rolled on eithe! or both dice, the target
is destroyedand iemoved from the board.
Range
Storm bolters haye unlimited range. They may fire at any
target that is within the Marine's fire arc and LOS (but see
Ouentatcb Fire, next page).
Sustalned Ffue
In sustainedfire, a Marine is firing repatedlyat a single
target, allowing a sophisticated targeting computer in his
Terminator armour to adjust his aim. The computer is
effectiye or y if the Marine staysstill and concentc esupon
hitting the taryet;ifhe movesorceasesfiring, the targeting
computer losesthe target and he must rely on his own skill.
Fire Arcs
SpaceMarinescan fire only at targetsin front of them that is, that are in theh flre arcs. If a targetis ourside rhe
Marine'sfire a!c, he must turn before he can fire at it. The
following diagnm shows the Space Marines' fire arc.
LOS
and
FIRE
ARC
LOS
only
Fi6t Shot:
Second Shot:
Third Shot:
Fourth or Morel
6
5 or 6 on either dice
4, 5 or 6 on eithe! dice
3, 4, 5 ot 6 on either dice
The next best way to gei at the Marine is to hit him from M{ines d.onot get the sustained fire bonus for Overwatch
the side (the lighter-shadedsquares).Though he can see fire (seebelow).
you , you aren t in his fire afc, and at least the Marine player
will have to spend CPsto tum the Marine to faceyou before
he spends them to blow you away - and he might run out.
If you've got to come at him ftom the front (the white
Duting the Marine plaler's turn, the Marine spen^
squares),chancesare,you'll losea couple of Stealefsin the
bis last AP to Jire at a Steal.er. He needs to roll a 6
assault. You'd better havetwo or three (or mote!) Stealers on either die to bit: be rolls a 1 and 5 an.l tbe sbot
within attack range whn you make your move.
misses. He expends a CP andfires again, tbis time
Playlng Not for the Marloe Player: Keep your back
to the wall! Put !.ulnerable Malines into Overwatch (see
below), and, if you can, sate a CP or two for the Genestealer
turn'iustin case'
(D;"*'''
itAf,lilltHooTlilo
Overwatch Fire
In Overwatch mod, the Matine is firing off tapid buEts
at anything that moves. Heisn't taking dre time to carefully
aim his weapon; he's just shooting as quickly as he can.
A Marine armed with a storm bolter may 80 irro Overwatch
mode at a cost of2 APs.Placean Overwatchcounter next
to his model.
JamE
A Marine in Overwatch is firing o.tremely quickly. Actually,
he's firing faster than his bolter is designed for and there's
a chance his weapon will jam. If a Marine in oyerwatch
rolls doubleswhen firing at a target,his bolter is iammed.
0f the Martne rolls double 6, he ki s his taqet, but the bolter
Since the Marine is not concentrating his fire on a specific iams after th killing shot. ) Flip the Overwatch fire counter
target, but attempting to cover an entire area,he never gets to its Jammed side.
a sustained fire bonus during Ovefwatch: he must always
Effects of Jams
roll a 6 on either of his two dice to hit the target.
A Marine with a iammed bolter loseshis Overwatch. In
Playlng Note: Ofcourse, if theMarine is Overwatch firing addition, h may not fire his weapon until he dears the jam.
at a Stealerwho is advancing dqwn a coffidor at him, he'll
get to shoot at it for no AP cost eachtime the Stealermoves, cleartng
Ja|nmed Boltcrs
which more than makesuD for the lack of Susainedfire To clear his weapon, the Marine must pay I AP (you can
bonus.
usecPs to do tiis, following the nomal rules for etqending
?
'?t
t:
,br'
slrooTrilo
tARlt{E
Move and Flre Bolters
The Marines can move and firc their boltels simultaneously,
paying either one or two APs to do so (dependingupon
the direction they are moving; seeAP Chart). The fire is
handled exactly like standard fire combat, e)(ceptthat the
Marines receive no sustained fire bonus for firing whilst
moving; any previous bonusesare lost.
For purposes of targeting, the fire takes place from the
squarethe Marinemoyestoi ifhe movesto a squarewhere
he cannot seethe talget or the target isn't in his fire arc,
he cannot firc at that tarset.
Range
Flamershava maximum rangeof 12squares:at leastone
squareof the target section must be 12 or fewer squares
from the Flamer Marine.Count ffom the souarein front
of the Marine to the arget square..
Examoles of Move attd Flte
tAstilt $t00Ttil0
Multlple
Flamer lllts
Removhg
Exanplc
E
E
TtteMa.rineflrss hislarrrer
his
at tbe adl.tcent corrid.or
section. Hls shot tbleatens
tb,
tuo Ste@Ie^.,but tbefire
cannot dam4ge tbe Stealer beblnd the closed doox
TbeMarine pIaW?r ,'olls
r
a dlefor eacb tatget, gefting
a 1 and 6, n isstng
tg one
o Stealer and killtng tbe otbex
Tbe su/01 .)onn*!a! moue in tbe buntlng cortldor
or ln tbe corrldor ls opened' tbe
freery; if tbe door
jla.mes flll tbqt sectlon
sel
of tbe cortldol and tbe
Marine plqler rolls
rol to see lf tbe new oicttm is
destroJ/ed. If not,
,t, lt too ,nay nTouea.round.tbe
cor'rtdor fteeu.
Note: Thts is the only q/ay a Flamer Marine may flame the
cofrldor section he ls in.
Flamer Markers
?.3
ft,
CLOSEASSAUTT
Closeassaultis hand-to-handcombat betweenStealerand Marine.Sincethe Stealershave no weapons,this is the only
way that thy may damagethe SpaceMarines.Despite the SpaceMarines'fanasdc Terminator armour and mighty
power glove, the Stealersare faster and stronger than their opponents.A Stealeris more than a match for a Marine
in close assault.
Ties
A piece can close assaultif its targetis in its front square. Ifa piece is attacked from the side or rear,it cannot actually
Piecesmay not assaulttargds in their froDt diagonal squares, damageits attacke!: all it can hope to do is fend off the
side squares,or rear squares.
attackeruntilit hasa chanceto turn around and facehim.
Yotr nevet hcaueto closeassault.You can completely ignore Ifa defenderwho is not facinghis attackerlosesthe attack,
a model in an adiacentsquareif you wish and a Marine he is removdasusual.Ifthe result is a tie or the defender
can fire at a Stealerinan adjacentsquarewithout penalty. wins the dice-roll, he may turn to facehis attackerat no
AP cost.
Exantple
of Effects
of Facing
'\.\11
E
E
HoltrTo cotlDucr
closE ,utsAutTs
The attackerpaysthe APs;the targetdoesnot hav to pay
any APs to defend against the assault. The attacker and
defender each roll one or more dice; the highest individual
dice-rcll wins. The loser of a close assaultis destroyed.
a Stealers roll 3 dlce ln cloae assault and plck the
htghest.
a Madnes and Flamer Madnes roll 1 dlce.
a Madne Serganta roll one dlce and add + 1 to thh
roll.
Examples of Close Assault
A Genestealer close ^ssaults a Space Marine: tbe
Stealel rolls 2, 3, and anotbel 3; tbe Space Marine
rolls a 4. Since tbe Marlne's roll is bigber tban afl!
of tbe Stea lel's rolls, tbe Marifle uins and tbe Stealer
is .lestroled.
ELIPS
In Space Hulk, th Marinsare on unfamiliar territory, facing unknown odds. The assaultyessels'deepradar has
given them someidea of the layout of the spacehulk, but it isn't ableto tell them how many steale$ arelurking within.
To combat this problem, Marinesare equipped with Sensoriums,or life-detectors.when the Marinesare inside the
hulk, the Sensoriumsconstantly scanth suffounding corridols of the vesselfor alien life-forms, showing concentrations
of life as dots ofl a video display (earningthe Stealrsthe nickname 'blips'). The machinesaren't vry precis,being
unable to tell whether a life-form readingcomesfiom one Stealer,or two or three moving dose together.Thus, until
a Marine actually sgesa Blip, he won't know exactly how many Stealersare thre.
Stealersare blought into play asBltps: counters which represent one, two, or three Stealers.The Stealerplayer moves
thesecountersalound the rnap,face-down,until he wishesto convert them to models,or until a Marinegainsan LOS
to the Blip.
When Activated, a Blip counter has6 APs,just like a Stealer Howsver, Blip counters expend their APsoflIy on movement
and ope[ing and closing doors: they can never attack.
BIIP iIOUiIEI{T
Blips move in much the samefashion asother pieces,except
"'*
EIIAiIIilIilG BLIPS
The Stealerplayer is'freeto examinehis Blips - that is, pick
them up and seehovr'many Stealersthey represent - at any
time. The Marine player caDnot exrmine Blip counters until
they ar to be converted.
BIIP COilURSIOIT
There are two ways in which a Blip converts into Stealers:
voluntary conversion - when the Stealer player converts
the Blip - and involuntary coN'e$ion - when the Marine
player converts the Blip.
Voluntafy
Conversion
Invol'ntary
Converslon
ers
SuPt
How to Corrveft
T|rn the Blip counter over to reved the number of stealers
it represents.Rmove the counter from play and place the
appropriate number of Stealrs on the map. Place the
Stealersso that on Stealeroccupies the square v/here the
Blip stood, and any rmaining Stealersare placed in empty
squafes adjacent to that model.
u'r$i$\
s
The Stealcr runs touards the Mafine, who is ln
Ouerua.tcb n ode. The Marlne playel rolb a 6 and
a 2; the Stea.leris destro),ed. Tl\e Marlne now bas
a.n LOS to tbe Blip; lt ls revealed to be a 2 Steoler
Blip. TbeMarlne plaw places the ,nodels, and tbe
Stealer plaJ,er J.acestbern as be ulsbes. (If tbe Bllp
infi'ont moees,tbeMarTne geban Ouenaatchattach
ogainst it,)
If the Blip marher ls conuerted, one n odel must be
pl.^ced ln tbe square wbere tbe Blip counter stood,
tbe others ma! be plq.ced. in an! of tbe sbaded
sauanes,
SUPt
BIIP CITTRYARC'Ui
Blips enter play ^t en ry arcas: off-map areasright next
to corridots leading off the ed8e of the map. During rhe
Steale( Reinforcement Phase,t2ke your reinforcing Blips
f(om the box top at mndom, look at tlrcm, and then place
them at one or moie Stealerentry aras.You can have up
to three Blips in the sameentry area at any one time; you
must place additional Blips at other areas.A BIip pays 1
AP to move from an entry area to the adiacent corridor
squafe.
Place the Blips so that it is obvious which entry area they
are in; that is, place them right nxt to the coridor leading
off of the map. If there's ever any question asto which entry
aieathe Blips occupy, because,for instaflce,tby arc equally
close to two or more coridois leading off ofthe map, roll
dice to see which they ar in.
Once at an entry area,Blips may not mo! to different entry
areas:they must either move onto the rnap, or lurk where
they are.
Lurklng
Blips or stealers in entry arcascannot be attacked by the
Marines. Entry arsasmay not be shot at by flamels (though
the corridor section leading to the entry area can be fired
at asnofmal). Blips in entry areasdo not hale to enter the
map when they arrive; they may lurk off-board, completely
safe from harm, for as lon8 as the Stealer player wishes.
LOS does not extend into entry areas;thus, Blips there are
never sublect to involuntary conversion.
Mardatory Lurklng
If a Space Marine is six or fewer squaresaway from the
squarc ncxt to the entry area, Stealeo or Blips cannot enter
the map on tlte turn they are placed: they must lurk for
at least one tum. On the next tum, however, they may enter
as normal. count by the shortest possible route, ignoring
faeing, doors, flames, intervening models or Blips.
If a Blip or Stealer was a.lreadylurking in the entry area
when the Marine moved to q/ithin six spaces,it can enter
play immediately. It does not have to lurk an additional
turn becausethe Marine showed up - he'll iust have to take
his chances.
Importatr& Blips are never forced to lurk for more than
one tldrlJ! They can aluqys move on the second
subsequentturns (though they don't have to move if
they don't want to).
Movlng Off-Board
Once entercd onto the map, Stea.lersor Blips may not move
off board.
suPt
Example of Stealcrs ln Entry Areas
The space hulk is littered with itis-style airlock doors. The doors' most importalt game-function is that they block
LOS and the effects of flamer hits; stealers are often found skulking behind dosed doors, awaiting the right moment
to open them up and spring out on rmwary Marines.
ooon coutlTcBs
frRil{o ATcrosEDooons
OOORS
OPCilIIUGAITDCTOSIITG
Flamer shots have no effect on closed doors (but selfdstructing Flamers will destroy all open or closed doors
ir that corridor section).
Open Doors
Squareswhich conain open doors are treated sxactly as
normal empty squares.
Closed Doors
CLOSCASSAUTT
oil cLosEDoooRs
6.r.r,o.o
SUiITIARY OF PLAY
SEOUEI{CEOF PIAY
OUERII'ATCHFIRE SUiIiIABY
1 TimerPhase
2 CommandPointsPhase
3 MarineActionPhase
STEALERPLAYER'S TURN
I Reinforcement
Phase
2 SrealerActionPhase
3 Endphase
coililAilD
POil{T SUilitABY
I MarineplayerdrawsCP counterduringCommandPoint
Phase.
2 CPs, like APs, are spent to have Marinesperform
Actions.1 CP can be spentio porforma I AP action;I
CP can be combined with 1 AP to perform a 2 AP
action,or 2 CPscanbe spentto perform2 AP actions.
3 Marineplayercan spendCPson MarinesduringMarinc
ActionPhasein any way he wishcs.
4 Marine player can spendCPs during StealerAction
Phase.CPs can be spsntonly on Marineswith LOS !o
Active Stealer Madnes can perform one Action at a
time; Stealerplayer getsto performat leastone action
beforeMarineplayercanagainspendCPs.
5 RevealCP chit at Endphase.
8oITCB SUititARr
I Targetmustbe in fire arcandLOS.
2 PayAPs.
'6'.
desfoyedif eithertumsup
3 Roll two dice.Target.
ctosE AssAuLTsuitilARY
I SfealersandMadnesonly cancloseassault;Blipscannot
close assault.To assault,target must be in assaulting
piece'sfront square,.r?ot
fronr diagonal,side,or rear
squares.
2 Attackcronly playsAPs;defenderdoesnot pay any APs
1 Applies only if Marine fires bolter repeatedlyat same
to defend.
kfget. To receivebonus, Marine cannotperform any
3 Attackerand defenderroll dice. Genestealers
roll three
Action other than Fire Bolter; if Marine is attackedin
dice and pick highest;Marine Sergeantsroll one dice
closeassaultcombat,anothcrMarineperformsactionor
andadd +1; MarinesandFlamerMarinesroll one dice.
turn ends.bonusis lost.
Highestdiceroll wins.
fire attacks,number
2 On secondandsubsequent
sustained
4 If athckerwins,defenderis removed.If tie, no effect.If
needed!o hit is reduced:
defenderwins, attackcris removed(unlessdefendcris
Number Needed to Hit
Sustained Fire
not facingattacker).
(Roll number
5 If defendcris not facing attacker,dcfcndercannothun
on either dice
attacker.If tie or defenderwins, dcfcndcrcan turn to
faceattackerat no AP cost.
Shot
5 or 6
Second
4, 5, or 6
Third Shot
Shots 3, 4, 5, or 6
FourthandSubscqucnt
SUSTAIITEDfIRC SUfiIiIARY
ACTlOtt POlt{TSAtLOWAttCE
Space Marines
4 APs per Activation Phase
Genestealers and Blips
6 APs per Activation Phase
Move Backwards&
Fire Bolter