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Space Hulk 1st Edition Missions

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0% found this document useful (0 votes)
152 views13 pages

Space Hulk 1st Edition Missions

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Space Hulk 1st Edition

Mission Book

PDF Guide created by: David Steven Floss


www.strategygamersworld.com

Created using resources from necronhulk.com

1
Mission 1 – Suicide Mission

As the blunt nose of the Chapter's boarding craft smashed through the steel skin of the
space hulk, the Intolerance blazed the alien vessel with a great burst of radiation. The
flash of data was quickly analyzed by the onboard computers to give the Imperial forces
their first detailed view of the inner layout of the space hulk. On the dark green view-
screens of the bridge the skeletal passages and chambers glowed with a ghostly white
light. Commander Bellisario pointed to one of the groups of glowing dots clustered
around the outer levels of the hulk.

“These match up with the protuberances on the outside of the hulk,” he said. “They
appear to be small boarding craft, perhaps escape pods. We cannot risk any planet-side
contamination - no Genestealers can be allowed to escape. It is imperative that the pods
are destroyed or disabled before we launch our main attack.”

Within minutes, the next wave of data from the scanners had fleshed out the three
dimensional floor plan of the hulk. Wide spectra analysis revealed a fine red network of
active power conduits, and, more ominously, hundreds of blobs of cold blue - cryogenics
chambers.

Computer analysis predicted that the escape pods were all linked to a central control
room situated well beyond the defensive perimeter, in the centre of several larger,
cryogenic clusters. Any squad moving into the area was unlikely to get out alive, but
Commander Bellisario ordered a squad to attack immediately. The Space Marines could
afford to delay no longer...

2
Objectives:
The marine player is attempting to deliver a flamer hit on the Launch Control
Room.
The stealer player is, of course, attempting to keep the marine player from doing
this.

Forces:
Marines: One full standard Squad. (One Sergeant gives 2 minutes and 30
seconds to move).

Genestealers: Begins with two Blips in the entry areas of his choice and
recieves one Blip reinforcement per turn.

Deployment:
Marines: The squad deploys on the first five squares at the top of the map.

Genestealers: The Stealer player may place his starting force and subsequent
reinforcements at the entry areas of his choice.

Victory Conditions:
The marine player wins by scoring a flamer hit on the Launch Control Room. The
moment he scores the hit, he wins and the game ends.

The Stealer player wins when he kills the Flamer Marine orthe moment the
flamer runs out of ammo.

Special Rules:
If it's the Marine players first game, he gets 3 minutes to move instead of two and
a half.

3
Mission II – Exterminate

Commander Bellisario paced across the bridge of the Intolerance to where the
Techmarines clustered round the view screen, studying the layout of the space hulk. The
Space Marines had succeeded in destroying the launch control room, but at the cost of
an entire squad of Terminators. Bellisario wasn't alive at the time of the Blood Angels'
first encounter with a space hulk six hundred years ago, when the First Company had
been virtually wiped out, but he felt the burden of their loss reaching out to him across
the centuries. Now he hoped to avenge their deaths, and finally lay their souls at peace.

The ship's layout had been analyzed, and the likely routes for an alien advance had all
been plotted. It was calculated that the first enemy attacks would be delivered from a
cryogenic cluster a kilometer away from the landing area. Sealing a key junction along
this route should block the route. A squad of Space Marines had been sent to the
junction, 300 meters beyond the projected perimeter defenses. Here, it was hoped, they
could cover the beachhead area by slowing down the rate of enemy reinforcement.

The advancing Space Marines reached the junction and spread out to check the nearby
rooms for unspotted aliens. The sweep was finished with only seconds to spare. By the
time the Space Marines reported the area secure, several hundred Genestealers were
converging on their position. The Terminators were outnumbered by over sixty to one,
and it was obvious that it was only a matter of minutes before they were wiped out.

4
Objectives:
The Marine squad is clearly doomed. It is only a matter of time before it is
destroyed by the numberless forces of the rampaging Genestealers. To a man,
the Marines have one overriding desire: to take out as many Stealers as they can
before they go down.
The Stealers merely wish to destroy the Marines with minimal casualties.

5
Forces:
Marines: One full squad. (Note that since only one Sergeant is in play, the
Marine player has only two minutes and thirty seconds to complete his move).
Genestealers: The Stealers have no starting forces. They receive two
reinforcements per turn.

Deployment:
Marines: The Marine squad begins play dispersed. In turn, the Marine and
Stealer players place one Marine in any space, with any facing, in any of the
rooms shown on the map. No two Marines may begin play in the same room.
The Marine player places first.
Genestealers: The Stealer reinforcements may enter play at any entry area.

Victory Conditions:
The Marine player wins if he kills 30 Stealers before his squad is destroyed;
otherwise the Stealer player wins.

Special Rules:
Blip and Stealers are not allowed to lurk off-board, nor are they allowed to use an
entry area that is within six spaces of a Space Marine. If, at the end of the Stealer
player's turn, any Stealers or Blips are lurking off-board, they are automatically
lost (although the Marine doesn't count them towards victory; see below). In the
unlikely event that the Marines manage to block all entry areas, the Stealers lose
immediately.

The Marine player needs a pen and paper to record the number of Stealers he
kills. The easiest way to do this is to place all casualties in the box tray as they
occur, total up the number at the end of the Stealer player's turn, and then return
the models to the Stealer player. Note that Flamed Blips count as however many
Stealers they represent, but the Marine player does not count Stealer models lost
because Blips converted in places where they could not deploy into their full
number of models.

6
Mission III – Rescue

As the Space Marines moved into position, a Cyber-Altered Task spy robot had crept
into the hidden depths of hulk. Within seconds of connection to the Hulk's computer net
the C.A.T. had amassed all the data it required on the ship's cryogenic systems, both
their layout and their security.

The C.A.T. stored the information, disengaged from the net and began working it's way
back towards the outer decks. As soon as the C.A.T. started moving, it was located by
the Intolerance's continuing wide spectra analysis.
Contact with the C.A.T. was maintained with relative ease, bur scanners revealed the
Genestealers were closing in rapidly...

Objectives:
The Marine player must retrieve the C.A.T and bring it safely back to the
dropship.

7
Forces:
Marines: Two complete standard squads.

Genestealers: No forces at start of play, three blips per turn as reinforcements.

Deployment:
Marines: One squad begins in either or both of the North-Eastern 5-square
corridor sections, the other in either or both of the South-Western 5-square
corridor sections.
One of the Marines in the North-Eastern section is carrying the C.A.T.
Victory Conditions:
The Marine player wins if he gets the undamaged CAT off the map through one
of the corridors in the South-Western section.
The game is a draw if a damaged CAT is taken off; otherwise the Stealer player
wins.

Special Rules
:The C.A.T
The CAT counter takes no place in it's square, and may be passed and shot
through as any empty square. If a door is closed on the square containing the
CAT roll a dice to see wich way the CAT is pushed.

The CAT is placed in the square with the Marine carrying it, and it gives no
penalties to the Marine carrying it.

It costs 1 AP to pick up, pass or take the CAT from another Marine. For any
attempt to do so roll a dice: on 1 the CAT is damaged, on 2 it is dropped and may
wander around by itself, otherwise it was a successful move. If the CAT is
damaged, any further damage to it will destroy it.

The CAT may be damaged as above or if the Space Marine who carries it
engages in Close Combat.

If he wins or ties it, roll a dice with the conditions above, if he loses it the results
of the dice gives: 1 the CAT is destroyed, 2-3 the CAT is damaged, 4-6 the CAT
is unharmed and will wander about.

A flamer hit to the room containing the CAT destroys it. The CAT cannot be
attacked, picked up or destroyed directly by a Stealer if wandering by itself.

If the CAT is on its own it will move in the Marine players end phase. Roll a dice;
on 1-3 the Stealer player moves it, on 4-6 the Marine player moves it. The CAT
moves up to three spaces, and pays nothing to turn. It can move to or through
occupied spaces but not into closed doors or burning corridor sections. If
damaged the CAT may not move.

8
Mission IV – Cleanse and Burn

Objectives:
The Techmarine captives are being held in two rooms marked on the map. To kill
the captives and protect the Chapter's gene seed the Marines must cleanse each
room with a flamer shot.

9
Forces:
Marines: Two full standard Squads.

Stealers: No starting forces, two reinforcement Blips per turn.

Deployment:
Marine: Each squad starts in one of the Southern-most corridor sections.

Victory Conditions:
The Marine player wins by cleansing both Gene Banks. The Stealer player wins if
both Flamer Marines are killed or run out of ammunition before their objective is
reached.

Special Rules:
When one of the target rooms takes a flamer hit it is cleansed, mark the room
afterwards with the flamer marker upside down.

10
Mission V – Decoy

Objectives:
The Marines are attempting to reach a nearby cryogenics cluster just to the north
of the sectors shown above, both to destroy the several thousand Genestealers
interned within before they can activate, and to draw off Stealers from the real
target of the assault.

11
Forces:
Marines: Two full standard squads.

Stealers: The Stealer player begins with three Blips, and gets two reinforcement
Blips per turn.

Deployment:
The Marine player starts with one squad on each of the five-square sections in
the middle of the map.
The Stealer player map place their starting Blips at any of the marked entry
areas.

Victory Conditions:
The Marine player wins by moving a total of five Marines off the bottom of the
map.

Special Rules:
A Marine must pay 1 AP to move off the map. Once exited he cannot return to
the game.

Mission VI – Defend

12
Objectives:
The Marines must defend the duct room until all of the toxins has been released
into the cryogenic atmosphere circulation system. If they keep the Genestealers
from destroying the fragile ducting, before the toxins have been released , all the
hibernating Genestealers will be destroyed.

Forces:
Marines: Two complete standard squads, the flamer Marines begins with only 4
flamer shots each.

Stealers: The Stealer player begins with two Blips, and gets two reinforcement
Blips per turn.

Deployment:
Marines: The Marine player is allowed to set up his men anywhere on the map.

Victory Conditions:
To win, a genestealer must enter the Duct Room and attack the northern wall
(the one furtherst from the door) in close combat. If the Genestealer rolls a 6, it
has breached the ducts and the Genestealers win. If the Marine's can keep this
from happening in 16 turns they win.

Special Rules:
Duration: The Space Marines must survive for sixteen complete turns.

Flamer Limitations: Because of the danger of breaching the ducts the flamers
may not be fired into or out of the Duct room or the adjacent corridor. If one is
fired the ducts are damaged and the stealer player wins immediately.

13

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