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Space Hulk 4th Ed

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0% found this document useful (0 votes)
13 views25 pages

Space Hulk 4th Ed

Uploaded by

David Ortiz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Contents

SPACE HULK.............................................................................................................................................................................3
HOW TO PLAY........................................................................................................................................................................................................................................... 4
MODELS......................................................................................................................................................................................4
OTHER PLAYING PIECES.......................................................................................................................................................6
SPACE HULK RULES.................................................................................................................................................................8
COMMAND PHASE....................................................................................................................................................................9
ACTION PHASE........................................................................................................................................................................10
ACTION POINT TABLE...........................................................................................................................................................10
REINFORCEMENT PHASE....................................................................................................................................................16
MISSION STATUS PHASE.......................................................................................................................................................18
LADDERS & OBJECTS............................................................................................................................................................18
SPACE MARINE WARGEAR..................................................................................................................................................19
LIBRARIANS............................................................................................................................................................................22
THE BROODLORD.....................................................................................................................................................................................................................23

PRODUCED BY GAMES WORKSHOP


Copyright © Games Workshop Limited 2014. Space Hulk, GW, Games Workshop, the Games Workshop logo, Citadel and
the Citadel Device, 'Eavy Metal, the Double-headed! Imperial Eagle device, Space Marine, Tyranid, Warhammer, 40K,
Warhammer 40,000 and the Warhammer 40,000 device, White Dwarf and all associated marks, logos, names, places,
characters, creatures, races and race insignia, illustrations and images from the Warhammer 40,000 universe are either ®, TM
and!or © Games Workshop Ltd 2014, variably registered in the UK and other countries around the world. All Rights
Reserved.
British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Pictures used
for illustrative purposes only.
Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by
children under the age of 16 without adult supervision. Whatever your age, be careful when using glues, bladed equipment
and sprays and make sure that you read and follow the instructions on the packaging.
games-workshop.com
Games Workshop Ltd.
Willow Road, Lenton
Nottingham
NG72WS
UK
SPACE HULK
Space Hulk is a game of desperate conflict between the Imperial Space Marines and the fearsome alien
Genestealers. The action takes place on an ancient interstellar vessel known as a space hulk. Only one side will
survive this deadly conflict and emerge victorious.

In Space Hulk, one player commands a force of Opposing the Space Marines are the insidious, repulsive and
superhuman Space Marine Terminators, while the horrific Genestealers. These alien creatures come from
other controls a force of the alien Genestealers. deepest space with one purpose: to destroy. They are
These two sides battle against each other within the savage, six-limbed beasts with fangs and claws that can rip
labyrinthine corridors and rooms of a gigantic derelict through the thickest armor with ease. Incredibly strong
starship. Each side has its own goals and objectives, and and lightning fast, supremely adapted for killing,
is determined to achieve these while crushing the Genestealers are virtually unstoppable.
opposition.
Space Hulk is a stand-alone board game based on the
The Imperial Space Marines are the most powerful warriors deadly battles fought between the Imperial Space Marines
of Mankind, defenders of humanity and guardians of the and the alien Genestealers. Everything you need to play
Imperium. All of the Space Marines in the Space Hulk the game is in this box. The game is easy to learn but
game wear thick Terminator armor and are equipped with hard to master, and makes for fast and furious action as
awesome firepower. Only Space Marines are brave and you play through the many different missions that are
determined enough to enter the horror-infested space hulk available. Each mission is different from the rest and each
and face the dreaded Genestealer menace that lurks within. presents its own unique challenge. It's a bit like getting
twelve different games all in one box.
HOW TO PLAY
A Space Hulk game starts by picking one of the missions from the Mission Book. Each mission is based on a
deadly battle that took place between the Space Marines and the Genestealers. The Mission Book explains what each
side must do to win, how the board is set up, where the starting models will be deployed, and if any special rules
apply to the mission.

The game progresses with each player taking turns to move After they're deployed, the Genestealer player moves the
and fight with the forces under their control. blips swiftly towards the Space Marines, keeping them
The Space Marine player has a limited amount of time to face down to conceal their true strength from the Space
complete his turn and must make his moves as quickly as Marines until the very last minute! A blip is only
possible to avoid running out of time. The lightning fast revealed when a Terminator can see it, at which point the
reactions of the Genestealers mean that the Genestealer counter is replaced with the appropriate number of
player may take as long to complete his turn as he wants. Genestealer models.

The Space Marine forces are represented by the red The Space Marines play a tactical game of moving and
plastic Space Marine models, while the Genestealer player shooting, trying to avoid close combat where possible –even
uses the blue plastic Genestealer models and the card blip their mighty Terminator suits are no match for the razor-
counters. The blip counters represent 'contacts' on the sharp claws and fangs of a Genestealer. At long range, on
Space Marine scanners that indicate hostile Genestealers are the other hand, the Genestealers are vulnerable to the hail
in the area. Exactly how many Genestealers will not be of fire laid down by the Space Marines' powerful storm
known until the blip is revealed. bolters. Meanwhile the Genestealer player will be using his
superior numbers and speed to reach the Space Marines and
The blip counters appear first on the areas of the board tear them apart with fang and claw.
indicated as being Genestealer entry areas. These areas are the
only places where the Genestealer player can bring blips The game finishes when one side or the other achieves
on to the board. Blips can lurk of the board waiting for the their mission objective. Space Hulk plays very quickly, so
right moment to strike, or move onto the board straight you may then want to swap sides to see if you can do
away so they can better than your opponent when the tables are turned.
quickly launch an attack.

BOX CONTENTS

MODELS BOARD SECTIONS


12 Space Marine Terminators: 28 Corridors
 Sergeant with power sword COUNTERS 11 Rooms
 Sergeant with thunder hammer 22 Blips: 8 Crossroads
 6 Space Marines with storm  9 x 'one Genestealer' 8 T- Junctions
bolters  4 x 'two Genestealers' 6 Corner Sections
 Space Marine with heavy  9 x 'three Genestealers' 4 Dead Ends
flamer 21 x Genestealer Entry Area 4 End Pieces
 Space Marine with assault 4 x Breach 1 Offset Crossroad
cannon 10 x Overwatch/Jam 2 Disposal Chutes
 Space Marine with lightning 10x Guard 2 Boarding Torpedoes
claws 6 x Command Point 2 Boarding Torpedoes Ramps
 Librarian with force axe 12 x Ladder Up/Down 1 Turbo-Lift
6 x Flamer Marker 2 Turbo-Lift Entrances
22 Genestealers 5 x Powerfield Generator
1 Broodlord 10x Space Marine Controlled Area DOORS
1 Dead Space Marine 1 x Force Barrier 20 Doors
1 Artifact 1 x Assault Cannon Ammunition 20 Plastic Stands
1 C.A.T. 1 x Psi Points
OTHER
5 Dice
BOOKS 1 Mission Status Display
The Space Hulk Rulebook
The Space Hulk Mission Book 1 Timer
THE MODELS
All the models consist of several different components that clip together. Select a model you want to assemble and
carefully remove all of the components from the frame. The models will better survive the wear and tear of
battle if you glue them together using plastic glue, and they will look considerably more attractive if you paint them
using acrylic paints from the Citadel range.

Each model clips together. You can glue the parts in place if you wish.

Refer to the pictures on the side of


the box or the back page of the
Missions Book when assembling
your models.

FACING The facing of a model is determined by the head of the


During the game the models are placed on the squares on model — the direction that the model is looking is the
the board to show their location. Each model must face direction it is facing. If the facing of a model is unclear,
one side of the square it is occupying -- it cannot face simply tell your opponent which way the model is facing.
diagonally.

Correct Facing: The head of the model is pointing Incorrect Facing: The head of the model is pointing towards
towards the side of a square. It is facing in this direction. the corner of the square. Models may not face diagonally.
OTHER PLAYING PIECES
MISSION BOOK
Space Hulk is played by fighting DOORS
missions. Before starting, the Space Hulk includes a number of cardboard doors. These are
players must choose a mission designed to be placed in the special stands included with
from those included in the the game, so that they can stand up. The location of any
separate Mission Book. Each doors needed for a mission will be shown on the mission
mission shows how to set up the map.
game board and which models will
be used, and
has a set of victory conditions
that each side is trying to
achieve in order to win the
game.

THE GAME
BOARD & BOARD SECTIONS
The corridors, junctions and rooms of the Space Hulk are
represented by the board sections included with the game. They
are designed to 'jig' together to create a map on which the
mission is played. Each mission has a specific map that shows
how the board sections are set up.

To regulate movement, the board is divided into squares,


sometimes referred to as spaces. Each square can hold one
Genestealer or Space Marine model or blip counter. Note that
although some squares look badly battle damaged this has
no effect on play and does not stop a model moving into the
square.

THE TIMER
To represent the tense environment and split-second
decision-making of combat aboard a space hulk, the Space
Marine player has only a limited amount of time to perform his
turn. The amount of time is determined by the sand-filled
timer included with the game.

THE DICE
The dice (or D6 for short) included with
the game are used to resolve the results of
shooting and hand-to-hand combat.
BLIPS
The Genestealers' exact numbers are initially unknown to MISSION STATUS DISPLAY
the Space Marines, and this is represented by the use of Space Hulk includes a mission status display board that is
face-down blip markers (or simply blips). Each face-down used to keep track of various pieces of information during
blip could be 1, 2 or 3 Genestealers. The Space Marine the game. For example, it is important to keep track of
player may not look at the value of blips, allowing the the number of command points the Space Marines use, and
Genestealer player to gather and move his forces with a you will need to keep track of the ammunition used by an
degree of secrecy until the exact dispositions of the assault cannon or the psi points used by the Space Marine
Genestealers are revealed during the course of the game. Librarian. The mission status display has tracks and counters
that are used to record all this information during the game.
MARKERS & COUNTERS
There are a wide number of different counters included in
the game. These are used to show how much ammunition a
Space Marine has remaining or if their gun has jammed,
and so on.
SPACE HULK RULES
Once you have the board set up and the models deployed, as described in the Missions book, you are ready to play.
Every game of Space Hulk is played through in a series of turns - first the Space Marine player, and then the
Genestealer player. Each turn is broken down into a number of phases, for simplicity and ease of play.

When it is your turn you may move and fight with all of the
models under your command. The turn sequence below After the players have completed their turns there is a
summarizes what each player does in his turn, and the order that Mission Status phase which is used to tidy up the board
these activities are carried out in. and remove any counters or markers that are no longer needed,
and to check if either player has won the game.
At the start of their turn each player gains extra help -the
Space Marine player gains command points, which allow his Command Points Overview
Space Marines to carry out extra actions during the turn, while The Space Marine player has command points, which
the Genestealer player can bring extra blips and models into allow Space Marines to carry out additional actions such as
play. moving extra squares or taking an extra shots at a
Genestealer. In the Space Marine player's turn, he can
The next thing the players do is to move and fight with their spend command points without restriction, interrupting
models. The Genestealer player may take as long as he likes another Space Marine's actions if desired, in order to carry
over his turn, but the Space Marine player only has a limited out the desired action. In the Genestealer player's turn, the
time in which to complete his turn, representing the difficulty Space Marine player must wait until one of his Space
of fighting against creatures with the lightning-fast reactions of Marines sees a Genestealer do something. Then he can
the Genestealers. decide if he wants to spend command points to carry out
one action with a single Space Marine anywhere on the
board (not just the one that saw the action).

SPACE MARINE TURN


Space Marine Command Phase
First the Space Marine player must see how many command points he has for the turn, as explained later. The Genestealer
player starts the timer.

Space Marine Action Phase


Next the Space Marine player may move, shoot and complete any other actions with each of the Space Marine under his
command. When the timer runs out the Space Marine Action phase ends immediately.

GENESTEALER TURN
Reinforcements Phase
At the start of his turn the Genestealer player sees how many reinforcement blips he gets this turn and places them beside the
entry areas on the board, as explained later.

Genestealer Action Phase


The Genestealer player carries out actions with the Genestealers and/or blips under his control.

MISSION STATUS PHASE


Once the Genestealers player has completed his Action phase, the turn ends with any necessary record keeping in the Mission
Status phase.
COMMAND PHASE
At the start of the game take the six command point counters and place them in a mug or similar opaque container.
Then, in the Command phase the Space Marine player draws a command point counter at random from the
container, to see how many command points he will have for the turn. After examining the counter he places it face
down on the '0' space on the command track of the mission status display board, without showing it to the
Genestealer player.

Space Marine Sergeants to move the marker along the track whenever the Space
Space Marine Sergeants are veterans of a hundred battles, Marine player spends command points.
trained to issue commands that will be followed without
question. To represent this, as long as there is at least one The command point’s counter is revealed in the status phase
Space Marine Sergeant on the board, then the Space Marine at the end of the turn. The Space Marine player is not
player may choose to return the command counter he has drawn allowed to use more command points than the number
to the container, shake the counters up, and draw a shown on the counter, and if he has used more command points
replacement counter. He must use the replacement counter, even than he had available then he immediately loses the game.
if it has a lower value than the counter that was first drawn.
The Timer
Using Command Points The Space Marine player only has a limited amount of
Command points can be used by the Space Marine player in time to complete his Action phase, which is kept track of
both the Space Marine turn and the Genestealer turn in order with the timer included in the game. It is the Genestealer
to allow Space Marine models to carry out extra actions. player's responsibility to start the timer. He does this after
How this works is summarized on the left, and explained in the Space Marine player has placed the command points
detail in the relevant rules sections. marker on the '0' space of the mission status display. When
the timer runs out the Space Marine turn ends immediately!
Keeping Track of Command Points Complete any action that the Space Marine player was in
The command points counter is placed face down on the '0' the process of carrying out, and then start the Genestealer
space on the command point track of the mission status turn.
display. It is the Genestealer player's responsibility
ACTION PHASE
The bulk of the Space Hulk rules deal with how models and blips move and fight on the board. This is conducted in each
player's Action phase. In the Action phase each model under a player's command receives a number of action points that the player
can use to have the model carry out actions.

ACTION POINTS
During the Action phase each model or blip has a certain number
of action points (AP) to spend on actions, as shown in the
chart below.
Action Point Allowance
Space Marine 4
Genestealer 6
Blip 6

Actions
Action points are used to carry out actions. Each action costs
a certain number of AP to perform. The actions and their AP
costs are collected together on the summary sheet below and
explained in detail later on in this rules section. Possible
actions include moving, opening and closing doors, shooting It is me space marine Action phase. The Space marine
and attacking the enemy in player activates a Space Marine model that is near a
close assault. doorway, and may now spend 4 action points to carry out
actions with the model. The Space Marine moves forward
In his Action phase the player activates the models and blips two squares (2 action points), opens the door (1 action point),
under his command one at a time. When a piece is activated and then shoots at the Genestealer
it expends action points to carry out actions (1 action point). The player may then activate another
until the player wishes to stop or the piece has run out of model, and so on until all Space Marine models have been
action points to use. Actions are performed one at a time, activated or the timer runs out. He may not go back to a
and each action must be completed before moving on to the Space Marine he has already used except by spending
next one. command points.

ACTION POINT TABLE


Space Marines: 4 Action Points
Genestealers & Blips: 6 Action Points
Action Space Marine Genestealer Blip
Move forwards 1 square 1* 1* * 1
Move backwards 1 square 2* 2** 1
Move sideways 1 square - 1** 1
Turn 90 degrees 1* 1 -
Turn 180 degrees - 1 -
Fire storm bolter or assault 1 - -
Set overwatch/guard 2 - -
Clear jammed storm bolter 1 - -
Fire heavy flamer 2 - -
Close assault 1 1 1-
Open/close door 1 1 1

* The Space Marine may fire a storm bolter or assault cannon as part of the same action, at no additional cost in APs
** The Genestealer may turn 90 degrees as part of the same action, at no additional cost in APs
Once all models and blips have performed their actions the Each action witnessed allows a Space Marine to perform one
player's turn is over. A player may only activate one model action (this may be an action that costs 2 action/command
or blip at a time and once that piece has completed its points). The Space Marine's action
actions it may not be activated again except to use happens immediately, and before the Genestealer carries
command points - the players must plan their turns so that out its next action
they do not have to swap back and forth between pieces.
MOVE & TURN ACTIONS
COMMAND POINTS A Genestealer, Space Marine or blip is allowed to take 'move'
Each turn the Space Marine player gets a number of or 'turn' actions. Move actions allow the model or blip to move
command points. These allow the Space Marines to take one square, and turn actions allow them to change their facing.
extra actions in addition to their normal allowance of 4 action The number of APs it costs to carry out the action varies
points, and can even be used in certain situations during the depending on how difficult it is to carry out, as described
Genestealers' turn. below.

When used in the Space Marine turn, command points are Move: It costs 1 AP to move one space forwards, or
treated exactly like additional action points that can be spent diagonally forwards, and 2 AP to move backwards one space
performing actions. They may be spent on the same Space or diagonally backwards one space. Blips are an exception to
Marine, or spread out over several as the player sees fit. these rules, and can move in any direction for 1 AP (see the
Command points can be used on a Space Marine model at any rules for blips later on). Space Marines may not move sideways
time during the Action phase, ever if it has already finished — they must turn to face before moving into the square.
his move. Genestealers can move sideways at a cost of 1 AP.

The Space Marine player can also use command points in the A model or blip cannot move through another model, blip, or a
Genestealers turn to react to the actions of his opponent closed door. A model also cannot move diagonally if this
They can be spent to perform actions out of sequence — so means it would pass between two squares containing a wall or a
command points could be used to fire a weapon, close a door model —
and so on during the Genestealer player's turn. see the example below.

It is the Genestealer Action phase. The Genestealer


uses an action point to move forward a square. In
response the Space Marine player declares he will
spend a command point to take a shoot action. The The Genestealer may not move into the squares marked X,
shooting attack happens before the Genestealer takes as it would have to move between the Space Marine and the
its next action. wall.

Command points can only be spent in the Genestealer turn Turn: Genestealers may turn 90° to the left or right as part
if a Space Marine model has line of sight to a Genestealer of a move action. The turn is made before or after the
that has just completed an action (line of sight is explained move (but not both), and does not cost any action points or count as
under Shoot Actions on the next page). a separate action. All other turns are taken as a separate action.
Space Marines may turn 90° to the left or right for 1 AR
Genestealers may turn 90° or 180° for 1 AP
SHOOT ACTIONS
Space Marines are armed with storm bolters and
powerful heavy weapons. They may fire these at
Genestealer models and closed doors by taking a shoot
action. The cost of the action varies depending on the
weapon being used: it costs 1 AP to fire a storm bolter or
assault cannon, and 2 APs to fire a heavy flamer.
Genestealers have no ranged weaponry at all and must
rely on close assault to kill their enemies.

Line of Sight
In order to be able to shoot at something, the Space
Marine must be able to see it. A Space Marine can see
This diagram shows how many action points it costs squares in its forward arc, as shown in the diagram
the Genestealer to move into an adjacent square. below. A model can see an unlimited distance as long as
there is nothing in the way. If there is a model, wall, or
door in any square between the Space Marine and his
target then he cannot see it.

This diagram shows how many action points it costs This


the space Marine to move into adjacent square Note diagram shows you which squares are considered to be in
that the Space Marine cannot move sideways. the models forward arc. As you can see, the forward arc
widens from three squares, to five, then seven and so on.

Exiting the Map


In several missions models need to exit the board through Tracing a Line of Sight
an exit point shown on the deployment map. In order If the line of sight between two models is in doubt, trace a
to exit the map the model must 'move' into an imaginary straight line from the centre of the square occupied by one
square off the board at the exit point. A model that model to the centre of the square occupied by the other.
leaves the map is out of play and may not return. The line of sight is blocked if any part of the line passes
through a wall or burning square, or through a square that
Doors is occupied by a Space Marine, Genestealer, blip, door,
Armored doors often divide the corridors and rooms of power field generator, or force barrier. All of these things
a space hulk. These block lines of sight and movement are referred to as 'obstructions'.
when closed, but when open have no effect on the
game. Doors start the game closed. To open or close a Obstructions in the attacker and target's own squares
door a model must be in a square adjacent to the door never block the line of sight.
and with the door in one of its three forward squares. It
costs 1 AP to open or close a door.
OVERWATCH ACTIONS
A Space Marine armed with a storm bolter or assault
cannon can spend 2 APs to set himself in overwatch, which
will last until the end of the turn. A Space Marine with a
heavy flamer may not be placed in overwatch.

When in overwatch the Space Marine is standing ready to


fire and this allows him to shoot during the Genestealers'
turn. Place an overwatch marker next to the Space
Marine to show that he is in overwatch.

The Space Marine at the entrance of the room can see both
Genestealers. The Space Marine in the corridor cannot see
either of them, as he can only see the squares directly in
front of him.

Blocked Diagonals
When approaching a room, a If the line of sight passes
diagonally between the corners of two squares, it is only The Space Marine player spends 2 action points to put the
blocked if both of the squares contain obstructions to the Space Marine into overwatch. He places an overwatch
line of sight. This is similar to the rule that restricts counter beside the model to show that it is in overwatch.
diagonal movement between two squares (see page 11 -
the Genestealer does not have a line of sight to either of Note that a Space Marine armed with a storm bolter may
the squares marked with a red X). jam it if he rolls a 'double' on the dice (see the storm
bolter entry in the Space Marine Wargear section).lf a
Range Space Marine is attacked in close assault or performs any
Sometimes shooting has a limited range. To see if the action (other than clearing a jam) he immediately loses is
target is within range, count the number of squares overwatch status. Overwatch markers are removed during
between the Space Marine and the target, including the the Mission Status phase if they were not lost earlier.
target's square but not the Space Marine's.
Shooting in Overwatch
Destroying The Target A Space Marine in overwatch can perform shoot actions
When a Space Marine carries out a shoot action, one or in the Genestealer turn without expending any action
more dice will be rolled, and if they roll high enough the points. He can, but does not have to, take one shoot action
target will be destroyed. For example, a Space Marine each time a Genestealer completes an action within his
firing a storm bolter rolls two dice and will destroy the line of sight and within a range of 12 squares. The
target if either dice rolls a 6. overwatch fire is resolved after the Genestealer has
performed its action, and after any command points have
Space Marines can carry a variety of ranged weapons, been spent as a result. The target must be the Genestealer
including storm bolters, assault cannons and heavy that triggered the overwatch.
flamers. The rules for these weapons and the rolls they
require to destroy the target can be found in the Space
Marine Wargear section of the rulebook (pages 19-21).
After any casualties have been removed, the shoot action
is complete.
Overlapping Overwatch
It can happen that a Genestealer performs an action in the
fire arc of more than one Space Marine on overwatch. If this
happens, any number of the Space Marines can shoot at the
Genestealer. Declare how many will shoot before carrying
out any of the resulting shoot actions.

In the Genestealer Action phase the first Genestealer takes an


action to move one square towards the Space Marine (1). The
The Genestealer moves forward one square,
Space Marine fires and misses. The Genestealer spends
turning 90 degrees to the left as part of the same
another action point to move a second square (2), and the
action. This triggers overwatch fire 1 from both of
Space Marine fires again. This time he kills the Genestealer. The
the Space Marines, who must now shoot.
second Genestealer moves diagonally forward into the side
corridor (3). The Space Marine cannot see into this square and
may not therefore take an overwatch shot

CLOSE ASSAULT ACTIONS


Carrying no ranged weapons, the Genestealers must rely on
their claws to destroy the Space Marines, and a desperate Space
Marine may try to batter a Genestealer with his power fist.
They do this by taking a close assault action.

Taking a Close Assault Action


A model can take a close assault action to attack a target in
the square directly in front of them. It costs 1 AP to take a
close assault action once the model is in position.

Resolving Close Assaults


In a close assault both players roll a number of dice, and
then compare their scores. Genestealers roll three dice in a
close assault, and Space Marines roll just one. Compare the
single highest dice roll for each side, and whoever has rolled
higher has won the close assault. If the scores are tied then
neither side has won, and no damage is done to either
participant.

Space Marine Sergeant Bonus A model


Space Marine Sergeants are highly experienced combat can only attack the square directly in front of it. In
veterans. To represent this, add +1 to their dice score in a close this example, the Genestealer could only attack a model in the
assault against an enemy to the front. square marked with a . It could not attack a target in the squares
marked X.
Effects of Close Assault
If the attacker wins the close assault, the defender is killed
and removed. If the defender wins and is facing the attacker
then the attacker is killed and removed. If the defender wins
or ties and is not facing the attacker (often the case against
those tricky Genestealers), the defender may be turned in
place to face the attacker.

The Genestealer moves forward one square for 1 AP,


The Genestealer spends an action point to close assault and then attacks the Space Marine from the side for a
the Space Marine. The Genestealer player rolls three second AP. If the Space Marine wins he will not kill the
dice for the Genestealer, and uses the single dice with Genestealer, but may turn to face it.
the highest roll. He scores 2, 4 and 5, so his score is 5.

The Space Marine rolls a single dice and scores 4. Close Assaulting a Door
The Genestealer wins the combat, and the Space A model may close assault a door just like attacking a model.
Marine is killed. For obvious reasons the door does not roll any dice! The
attacker must score a 6 on at least one of their dice to destroy the
door.

-----------------------------------------------------------------------------

GUARD ACTIONS
A Space Marine can spend 2 APs to set himself on guard.
When on guard, the Space Marine is standing ready to
fight in close combat, which can give him a vital
advantage if he is assaulted by a Genestealer. Place a guard
counter next to the Space Marine to show that he is on
guard. If he carries out any other action he loses the guard
counter. A Space Marine can either be on guard or on
overwatch, not both at the same time.

A Space Marine that is on guard may roll his dice again in


a close assault. The Space Marine may choose to re-roll his
own dice after he has seen the Genestealer's dice roll.

Only one dice may be re-rolled, and the result of the second
roll must be used even if worse than the first.
The
Genestealer spends an action point to close assault the
A Space Marine remains on guard until the end of the
Space Marine. He scores 2, 4 and 5, so his score is 5.
turn, even if he is attacked by a Genestealer. The counter is
removed at the end of the turn during the Mission Status
The Space Marine rolls a 4, but as he is on guard he can
phase.
re-roll the dice. He does so, scoring a 6 and winning the
combat. The Genestealer is killed and the Space Marine
remains on guard. '
REINFORCEMENT PHASE
Each mission states how many blips the Genestealer player starts the game with, and how many he receives each turn
as reinforcements. Until they are revealed only the Genestealer player will know how many
Genestealers they represent

At the start of the game, shuffle the blip counters and no part in the game. To enter play, the blip simply moves
place them all face down in a stack. The Genestealer onto the first square of the board next to the entry point,
player may not examine the blips in the stack, but is expending the normal 1 AP cost for moving one square. From
free to look at the values of any blips picked up or on this point on they are part of play and move and fight as
the board at any time. The Space Marine player may not described below.
look at the value of blips until they are revealed.
Lurking
Starting and reinforcement blips are taken from the Blips do not have to immediately enter play. They can instead
stack at the appropriate time (starting blips when lurk at an entry area, usually to wait for more numbers to arrive.
setting up, and reinforcement blips in the Simply leave the blip off the board next to the entry area. Up to
Reinforcement phase). After the requisite number have three blips can lurk at each entry area.
been taken they are examined by the Genestealer
player, and then placed by him at any of the If a Space Marine is six or fewer squares away from an entry
Genestealer entry areas shown on the map for the point square at the start of the Genestealer phase, then any
mission. When no blips are left in the stack, take the reinforcement blips placed there must lurk for the rest of the
used ones, shuffle them, and make a new stack of face- turn. They are free to enter the board on the following turn if
down blip counters. Blips are drawn from the top of the the Genestealer player chooses.
new stack as normal.
BLIP MOVEMENT
PLACING BLIPS Blips receive 6 APs per turn. Blips have no facing and therefore
Blips must first be placed face down off the board can move one square in any direction for 1 AP.
outside an entry point (the Genestealer player may Opening/closing doors (for the usual 1 AP) and moving are the
look at the value of the blip before placing it). While only actions blips can perform — they cannot attack or
there, they are not considered to be on the board and perform any other action.
so take
Blips cannot move into a Space Marine's line of sight. If this
happens accidentally then the blip is returned to the last
square in which it was out of line of sight and it may not do
anything for the remainder of the current turn. Blips cannot
move next to a Space Marine, even if the Space Marine is
facing another direction and has no line of sight to the blip.

CONVERTING BLIPS
Blips can be converted in two ways: voluntarily and
involuntarily. In either case the blip is flipped over to show
how many Genestealer models need to be placed, and is then
placed face up beside the board.

Voluntary Conversion
The Genestealer player can convert a blip counter into
Genestealers by revealing it during his Action phase. He
reveals the blip instead of activating it; if the blip has done
anything that Action phase then it may not be revealed. The
The Genestealer player takes two reinforcement Genestealer player may choose to reveal a blip that is off the
blips and places them beside two of his entry board by an entry area.
areas. The blip by the bottom entry area will be
forced to lurk for a turn, as there is a Space
Marine within six spaces of the entry square.
If the blip has not yet been activated on the turn it is
converted, any Genestealers placed are free to be activated as
normal. If the blip was activated before it was revealed, any
Genestealers placed may not be activated later in the turn.

If the blip is converted in the Space Marine turn, all of the


Genestealers are placed and then the Space Marine player
continues with his turn. If the blip is converted in the
Genestealer turn, after each Genestealer is placed, the Space
Marine player has the option to spend command points and/or
take overwatch shots if any Space Marines have a line of
Neither Space Marine can see the blips, and so the sight to the newly revealed Genestealer, just as if the
Genestealer. player may voluntarily convert them in Genestealer had completed an action in their line of sight.
his Action phase. After any resulting actions are complete, the next Genestealer
is placed, and so on until all of the Genestealers are placed.
Involuntary Conversion
If at any time during the turn a Space Marine can draw a line If a Genestealer is killed as a result of command points being
of sight to a blip (see Shoot Actions) then it is automatically spent, or from overwatch, the square it was placed in can be
and immediately revealed. Should this happen during the used again to place Genestealers from the same blip;
Genestealer's turn, then the revealed Genestealers may be furthermore, the square must be re-used if any Genestealers
activated so long as the blip has not taken an action so far this remain to be placed and it was the square originally occupied
turn. by the blip counter.

Remember that a blip cannot move into a Space Marine's line


of sight; however, the Genestealer player can move a model or
open a door that was blocking a Space Marine's line of sight,
allowing the Space Marine to see a blip. This would be
involuntary conversion.

Placing Revealed Genestealers


When a blip is revealed, one Genestealer is placed on the
space the blip was occupying. Any additional
Genestealers must be placed in an empty square adjacent to
the first. If the blip was by an entry area, then the models are
placed by the entry area and may enter play in the same
manner as a blip counter.

In the case of voluntary conversion, the Genestealer player


places the models. If the blip was involuntarily converted,
the Space Marine player gets to place the models. Regardless
of who placed them, the Genestealer player can choose the
facing of any Genestealers when they are converted.

In the case of voluntary conversions, the Genestealers may


not be placed in line of sight of a Space Marine. With The blip is revealed to show that it represents two Genestealers.
involuntary conversions they may be and, in this case, The first is placed in the square that the blip has occupied (1).
placing the Genestealer counts as performing an action and As this is an involuntary conversion the second Genestealer is
so the Space Marine can fire on overwatch or spend placed by the Space Marine player further away down the corridor
command points to perform an action. (2). The Genestealer player chooses the facing of both models.
If there are not enough empty adjacent spaces any
Genestealers that can't be placed are forfeited – these lost
Genestealers are not counted as casualties for the purposes of
mission victory conditions. The same is true if there are not
enough Genestealer models to place – the number of models
in the box is a limit to the number of Genestealers that can be
in play at any time.
MISSION STATUS PHASE
The Mission Status phase is used to check if either player has won, and to get things ready for the next turn.
Counters that have served their purpose are removed, and the board is generally cleared up for the start of a
new turn.

The players should first check the victory conditions of the for the turn and then returns it to the container with the
mission to see if either of them has won. The game ends as other command point counters. Any command points not
noted in the mission rules, usually when a specific event has spent are wasted. Players should then remove any markers
happened or objective has been achieved. As there are for overwatch, jams, flames, etc. If the mission lasts a
variable victory conditions, it is possible that a victory specific number of turns, place the turn counter on the 1
condition has been achieved but the game does not end. space on the turn/psi track at the start of the game, and
move it up one space each Mission Status phase.
The Space Marine player then reveals the command point
counter to show that he has not expended more than he had You are now ready to start a new turn.

LADDERS & OBJECTS


Some missions will include ladders that lead down to a new level of the space hulk or objects that can be picked up
and carried. The missions that use these rules will say so in the special rules section.

LADDERS
Some missions are fought on two maps, one above the other,
that are connected by ladders. Place ladder up and ladder OBJECTS
down counters on the appropriate squares on A mission may require that one side must
each board, as shown on the mission map. carry an object into position, or retrieve it for
themselves. This is specified in the
The two ladder squares are assumed to be adjacent to each Mission Book. Objects are placed in a
other, and a model standing on one is allowed to shoot or close square in the same manner as a model.
assault a model on the other just as if they were standing in
adjacent squares to each other's front. Objects may not be attacked, though a
It costs a Genestealer 1 AP and a Space Marine 2 APs to model carrying one may be. An object on its own in a square
move from a ladder square on one board to the corresponding does not block a line of sight — a Space Marine can shoot
ladder square on the other. through the square as if the object was not there. If a door is closed
upon an object then move it into a randomly selected adjacent
Roll a dice when a Space Marine enters a square that contains a square.
ladder going down (including when he climbs up from the
level below). On a roll of 1 the Space Marine falls down to the A model that moves onto a square with an object
space below. The Space Marine maintains his facing, but loses automatically picks it up and may move with it from then
any action points he may have had remaining at the time that he fell on. A model carrying an object can carry out any action and
(command points may be used to perform extra actions as normal). is not hindered in any way. It may choose to drop the object in a
Any model in the square below is destroyed. A Space Marine square as it moves, leaving the object behind as it moves on.
cannot 'voluntarily' fall down a ladder. A model will automatically drop an object if the model is
destroyed. Blips may not move into a square that contains
an object.

A model may pass an object to another that is in the square to


his front. This is an action and costs the model handing the
object 1 AP; the model receiving the object does not have to
use an action or any action points in order to receive it.

Ladder Up

Ladder Down
SPACE MARINE WARGEAR
Space Marines can be armed with a wide variety of weapons, each of which is described in this section of the
rulebook. Don't feel you need to learn the rules for all of the weapons in the game — just look them up as and when
they are required.

STORM BOLTER
Most Space Marine Terminators are armed with a Storm Bolter. A Space Marine shooting with the sustained fire bonus will
It is capable of laying down a withering hail of fire that can hit the target on a roll of 5 or 6, not just on a roll of 6 as
cut down Genestealers and blast down doors. It costs 1 AP for would normally be the case.
a Space Marine to fire his storm bolter. When firing in this
way, there is no maximum range. Roll 2 dice to resolve the The sustained fire bonus is lost if the Space Marine loses his
effects of the shooting action. If either dice scores a 6 the line of sight to the target, takes an action other than a shoot
target is destroyed and removed from play. action, if a Genestealer model other than the target takes an
action, and when the Mission Status phase is reached.
Moving and Firing
A Space Marine can combine a move or turn action with Shooting at Doors
firing a storm bolter, paying only the 1 or 2 APs for the move A Space Marine with a storm bolter can shoot at a door in the
or turn action and firing the storm bolter 'for free' after the same way as shooting at a Genestealer. This follows the
move or turn action has been completed. same rules as above, including the sustained fire bonus. If the
door is destroyed then it is removed from play. If a door closes
Sustained Fire within 12 squares in the line of sight of a Space Marine on
If a Space Marine fires his storm bolter at a target in his overwatch, he will shoot at the door.
Action phase and misses, he can gain a sustained fire bonus if
he uses his next action to shoot again at the same target. The Jams
sustained fire bonus may also be taken by a Space Marine A Space Marine on overwatch is firing even more rapidly
firing on overwatch that takes a second or subsequent than normal, and it is not uncommon for him to jam the
overwatch shot at the same target. firing mechanism of his storm bolter in this situation. To reflect
this, if the Space Marine player rolls a double on the shooting
dice while shooting on overwatch, his storm bolter jams — flip
the overwatch marker to its 'jammed' side to indicate this. If
he rolls a double 6 (or a double 5 with the sustained fire
bonus) the Genestealer is killed and the storm bolter then
jams.

A Space Marine with a jammed storm bolter cannot shoot


until he clears the jam, but can carry out other actions
including going on guard. It costs 1 AP to clear a jam. Once
the jam is cleared, the Space Marine player can either flip
the counter back over to show that the model is back in
overwatch, or remove it. A Space Marine on guard must
choose to remove the counter. All jam counters are removed
at the end of the turn in the Mission Status phase, along with
any overwatch counters.
The Space Marine spends an action point to move
one square and shoot. He rolls a 1 and 3, missing the POWER FIST
Genestealer. He moves forward again, shooting for Terminator armor incorporates a power fist for close
the second time. He rolls a 5 and 5, but misses assault combat. It is a massive armored gauntlet that1,,contains
because he cannot claim the sustained fire bonus as a power field generator. The field disrupts any matter it
he has moved. He spends a third action point to touches, enabling the Terminator to punch through or crush
remain stationary and shoot, rolling a 1 and a 5. almost any material. The effects of this terrifying weapon are
This time he can claim the sustained fire bonus, so included in the rules for close
the 5 kills the Genestealer combat described earlier in this rulebook, and no additional
special rules are needed.
ASSAULT CANNON Assault Cannons and Overwatch
Assault cannons are heavy weapons that can be used by An assault cannon can be put into overwatch for the same
Space Marine Terminators. Their rapidly rotating, multiple AP cost as a storm bolter, entitling the assault cannon to
barrels are capable of unleashing a hail of shells, each fire at any eligible target as long as it has ammunition
capable of tearing a Genestealer apart. It costs 1 AP for a remaining. An assault cannon will not jam (they are built
Space Marine to fire an assault cannon. When firing in this for rapid fire).
way, there is no maximum range. To resolve the effects
of the shooting roll 3 dice. If any dice score a 5 or 6 the Reloading the Assault Cannon
target is destroyed and removed from play. Assault cannon ammunition is held in slide-in magazines
mounted on the rear of the weapon. The Space Marine
A Space Marine can combine a move or turn action with armed with the assault cannon carries a spare box of
firing an assault cannon, paying the normal 1 or 2 APs for ammunition, and can reload it at a cost of 4 AP. Return the
the move or turn, and firing the assault cannon 'for free'. In ammunition marker to the 10 space on the track, but flip it
addition it can receive a sustained fire bonus in the same to the 'reloaded' side. Once these additional ten shots have
manner as a storm bolter. In the case of the assault been used, the assault cannon may not be reloaded again.
cannon the bonus means that it will score hits on a roll
of 4, 5 or 6. Assault Cannon Malfunction
Although made of a special alloy, an assault cannon's
Assault Cannon Ammunition weapon barrels can reach incredibly high temperatures if
An assault cannon is loaded with enough ammunition to used continuously, and in such circumstances there is a
fire ten times. Assault cannon ammunition is kept track of on chance it will malfunction. If an assault cannon has been
the mission status display. At the start of the game place reloaded and all three dice come up with the same
the assault cannon ammunition counter on the 10 space on number then the assault cannon explodes (the target can still
the track. Each time the assault cannon is fired, including be destroyed if the dice rolls are high enough). The Space
when it is fired on overwatch, the Genestealer player must Marine firing the assault cannon is killed. In addition the
move the counter one space down the track. Once all ten Space Marine player must roll a dice for each model or door
shots have been used the assault cannon may no longer on the same board section as the assault cannon; any model or
shoot. door is destroyed on a roll of 4 or more.
CHAINFIST with the flamer marker. Note that it is possible to trace a line of
Chainfists are used to slice through bulkheads and closed sight to a target on the edge of a burning section, as long as there
doorways. A Space Marine armed with a chainfist are no burning squares in between Blips that convert while in a
automatically destroys a door if they close assault it. No burning section are immediately destroyed, before any
dice roll is necessary. Though they do more damage in Genestealers are placed.
battle than a power fist, they are somewhat unwieldy, and
therefore are treated as a power fist in a close assault Limited ammunition
with a Genestealer. A heavy flamer only carries sufficient fuel for six shots. This
is the number of flamer counters provided, so set each
HEAVY FLAMER counter aside when it has been used to keep track of
A heavy flamer can incinerate a swathe of enemies, and ammunition expenditure.
continues to burn for a time after firing. It costs 2 APs to
take a shoot action with a heavy flamer. This cannot be Flamers and Doors
combined with any other action. A heavy flamer can target Flamers cannot destroy or shoot through closed doors. If a
any visible Genestealer or empty square up to 12 spaces section which takes a flamer hit has any closed doors, then
away, even if the Genestealer or empty square is in a section the squares beyond the door are unaffected, but the door
occupied by a Space Marine. cannot be opened until the flamer counter is removed.

LIGHTNING CLAWS
Lightning claws are bladed gloves surging with lethal
energy. They are usually worn in pairs, and therefore
preclude the Space Marine from using a storm bolter. A
Space Marine with lightning claws fighting a close assault
to his front rolls two dice in close assault, and adds a +1
modifier to the result of the highest dice. When on guard
the model may re-roll one of the two dice, not both.

POWER SWORD
Power swords are rare and extremely effective weapons,
awarded to Space Marines that have proven themselves in
battle. When fighting a close assault to his front a
Space Marine armed with a power sword can parry an -
The Space Marine can see one or more squares in attack, forcing the opposing player to re-roll his highest-
the room and fires his heavy flamer into it. The scoring dice. If the Space Marine is on guard then he may do
flamer marker is placed in the room to show that it this before deciding if he will re-roll his own dice.
has been set on fire. Each of the Genestealers in
the section will be attacked, even though the Space STORM SHIELD
Marine cannot actually see them, and will be killed The storm shield is a defensive energy shield worn on the
on a roll of 2 or more. Space Marine's left arm. A Space Marine carrying a storm
shield may block one close assault dice roll made by an
opponent to their front, with the result that the opponent
Area Effect
rolls one less dice than normal to resolve the assault.
Heavy flamers affect entire map sections (except parts
blocked by closed doors; see below). When a flamer THUNDER HAMMER
shoots at a square or model, place a flamer marker in the When a thunder hammer strikes a foe it unleashes a blast of
middle of the section the target occupies. Then roll a dice energy that can stun even the most powerful opponent. To
for each model or blip in the section including the target represent this, a Space Marine armed with a thunder hammer
model; the piece is destroyed on a roll of 2 or higher. You receives a +1 modifier to his close assault dice roll against
can fire more than once at a section if desired. models to his front. Note that this means that a Space
Marine Sergeant armed with a thunder hammer receives a +2
Persistent Effect
modifier against models to his front (+1 for - being a
Once placed, the flamer marker remains where it is until it
Sergeant, and +1 for having a thunder hammer).
is removed in the Mission Status phase at the end of the turn.
All squares in a section that contains a flamer marker are
considered blocked for line of sight, movement, and the
placement of Genestealers from converted blips. Surviving
pieces within the section can move, but must roll to see if they
are destroyed each time they enter a new square in the section
LIBRARIANS
The Librarians of a Space Marine Chapter have powerful psychic abilities that they use to bolster their own
fighting skills and influence the battle around them. The instructions for a mission will tell you if a Librarian is part
of the Space Marine force.

COMBAT VETERAN
Librarians are highly experienced combat veterans. To
represent this they add +1 to the dice in a close assault in
the same manner as a Space Marine Sergeant.

PSI POINTS
The Librarian starts each mission with 20 psi points. Psi
points can be spent to do two things:

 They may be spent to increase the Librarian's dice roll


in an assault (see the force axe entry below).

 They may be spent to use a psychic power (see psychic


powers below).

The psi point counter provided with the game is used to


record the number of psi points the Librarian has
remaining. At the start of the game place the counter on
Prescience (1 psi points)
the '20' space on the psi-point track on the mission
Using his powers of foresight, the Librarian allows the Space
status display. The Genestealer player must move the
Marines to act with greater coordination and efficiency. Using
counter down the track as the Librarian uses psi-points.
prescience allows the Space Marine player to move the
Once all 20 psi points have been used, the Librarian may
command point marker one space back along the track. The
not use any of his psychic abilities for the remainder of
counter cannot be moved back past the '0' space. This power
the mission.
costs the Librarian 1 psi point.
FORCE AXE
Force Barrier (2 psi points)
The Librarian's force axe allows him to channel his psychic
The Librarian creates a psychic barrier. Place the force barrier
energy into a deadly close combat attack. To represent this,
counter in an empty square within 12 spaces of the
psi points can be used to add a bonus to the Librarian's
Librarian (no line of sight is required). The force barrier
dice roll in a close assault to the Librarian's front. Each
remains in play for the rest of the turn, and is then removed in
point spent adds +1 to the dice roll. The points are
the Mission Status phase. While it is in play no model may
spent after the dice are rolled and any re-rolls have been
enter or shoot through the square. This power costs the
made.
Librarian 2 psi points.
PSYCHIC POWERS
Psychic Storm (3 psi points)
A Librarian can use one psychic power per Space Marine
The Librarian unleashes a psychic attack upon the enemy. The
turn. This costs the Librarian a number of psi points
Librarian can target a single Genestealer or blip within 6
depending on the power being used. Note that using a
squares of the Librarian, or a board section that has at least
psychic power is not an action as such: it does not cost
one square within range. No line of sight is required. If the
the Librarian any action points, and it may be used at any
power is targeted on a single Genestealer or blip then it is
point during the Space Marine turn, including when
destroyed on a roll of 2+. If a board section is targeted
another Space Marine is taking an action. Only one
then any Genestealers or blips on the board section are
psychic power may be used per Space Marine turn.
destroyed on a roll of 4+. Doors and Space Marines are not
affected by a psychic storm. This power costs the Librarian
3 psi points.
THE BROODLORD
The oldest and most powerful Genestealers are known as Broodlords. Even more vicious and intelligent than their offspring,
Broodlords are dangerous foes. The instructions for a mission will tell you if a Broodlord is part of the Genestealer
force.

REVEALING THE BROODLORD


If a mission specifies that a Broodlord is present, then once
during the mission the Genestealer player can choose
to say that any '3' blip he reveals is in fact the Broodlord.
Instead of setting up three Genestealers, place the
Broodlord model in the space occupied by the blip
counter. When revealed, the Broodlord is treated as a
Genestealer with the following additional rules.

HARD TO KILL
It takes a lot more to kill a Broodlord than an ordinary
Genestealer. To represent this, shooting attacks will only
kill the Broodlord if two or more of the dice roll high
enough to kill the target — one hit has no effect. Note
this means that heavy flamers cannot harm a Broodlord.
This rule does not apply to close assault rolls.

MIGHTY BLOW
The Broodlord can deliver a crushing blow in close
combat. To represent this, in a close assault against an
enemy to its front, the Broodlord adds together its best
roll and its lowest roll to find his score. For example, the
Broodlord rolls a 6, 6, 3. The Broodlord adds together the
6 and 3, giving a total of 9. If the Broodlord is ever
forced to roll less than three dice, then it simply uses the
combined total rolled on the dice. IMMUNE TO PSYCHIC STORM
The Broodlord has the psychic strength to resist a psychic
storm and is not affected by the power.

DESIGN NOTES
SPACE HULK WAS FIRST PUBLISHED IN 1 989. DESIGNED BY THE ECCENTRIC BUT HIGHLY TALENTED GAMES
DESIGNER RICHARD HALLIWELL (HAL TO HIS FRIENDS), IT ~UICKLY ESTABLISHED A REPUTATION AS A
CLASSIC GAME WITH A LEGION OF LOYAL FANS WHO STILL PLAY THE GAME TO THIS DAY. A NUMBER OF
SUPPLEMENTS FOR THE FIRST EDITION FOLLOWED, ADDING RULES FOR LIBRARIANS AND WEAPONS SUCH
AS THE ASSAULT CANNON.

FOR THIS, THE FOURTH EDITION OF THE GAME, WE HAVE PROVIDED FOUR BRAND NEW MISSIONS, AND THE
SPECIAL BOARD SECTIONS NEEDED TO PLAY THEM. PLAYERS OF THE PREVIOUS EDITION WILL NOTICE
THAT THE RULES HAVE BEEN POLISHED BUT LEFT PRETTY MUCH UNCHANGED, THE ONLY ADDITIONS AND
TWEAKS BEING SOME CLARIF"ICATIONS TO MAKE THE RULES EASIER TO USE AND UNDERSTAND, AND A
MORE STRAIGHT-FORWARD WAY OF" DETERMINING THE 'LINE OF" SIGHT' F"ROM ONE MODEL TO ANOTHER.

RULES MODIFICATIONS ASIDE, WE ARE CERTAIN THAT EVEN VETERAN PLAYERS WILL BE THRILLED WITH
THE NEW MISSIONS WE HAVE INCLUDED WITH THE GAME, AND THE OPPORTUNITY THEY PROVIDE TO RIDE
BOARDING TORPEDOES AS THEY SLAM INTO THE SPACE HULK, F"IGHT IN THE HARD VACUUM OF" SPACE,
AND MORE. THEY MAKE THE FOURTH EDITION THE BIGGEST AND MOST VARIED VERSION OF SPACE HULK
EVER PUBLISHED, AND A FITTING TRIBUTE TO HAL'S ORIGINAL DESIGN.
New rules for Ductways
These pages contain some new rules for Ductways in Space Hulk missions, allowing Genestealers to launch even sneakier
ambushes than ever before. There's also a new mission designed with Ductways in mind. Both the rules and the mission are
compatible with both the 2009 and 2014 editions of the game, so whichever you've got you'll be able to use what you find
here.

DUCTWAYS
It is often the case that a section of a Space Hulk will have a network of air ducts or service tunnels running above and below
its corridors, too narrow and awkwardly positioned for Terminators to access. As a result, Genestealers often use these to
move rapidly from place to place, and lay ambushes away from their foe's deadly firepower.

Ductways are represented on the board by three Ladder Tiles arranged in a straight line; the middle one is placed off the
board, while each of the others is placed adjacent to a square at the edge of a room or corridor. (In each case, the adjacent
square that is in a room or corridor is referred to as an Access Square.) See the mission map to the right for four examples.

Each tile of a Ductway counts as a square for the purposes of movement, with each one treated as being adjacent to the next
one in line, even if they aren't actually touching. A Genestealer or Blip can move from an Access Square into the adjacent
Ductway tile at a cost of 2 APs, and can move from a Ductway tile to an adjacent Access Square at a cost of 1 AP.

When converting a Blip in a Ductway, Genestealer models can only be placed in the Ductway (and not in a room or corridor
linked to it). When converting a Blip in a room or corridor, Genestealer models cannot be placed in a linked Ductway.

48 WHITEDWARF SEPTEMBER 2016


Although the Space Marines can see the entrance, they cannot see any further within, so they have no line of sight to any of
the tiles in a Ductway. Space Marines also cannot move into Ductways, and if a map section is hit by a Heavy Flamer, any
linked Ductways are not affected.

If a Space Marine is standing in an Access Square, a Genestealer on an adjacent Ductway tile can leap out and attack it with a
Close Assault action (for the normal cost of 1 AP). In this Close Assault, the Space Marine is killed and removed if the scores
are tied. In any case, if the Space Marine is killed the Genestealer is placed on the Access Square.

USING DUCTWAYS IN OTHER MISSIONS


The following mission uses Ductways, but if both players agree you can introduce Ductways to any other Space Hulk
mission. Before deployment, the Genestealer player can set up Ductways, each consisting of three or more Ladder Tiles in a
straight line, with the tile at each end adjacent to a square at the edge of a room or corridor, and at least one tile in the space
between the board sections. It should be fairly clear how many tiles it takes to span a gap between two board sections; ensure
that the tiles are almost touching, as they are in the map opposite. Once they have been set up, count up the total number of
Ladder Tiles that have been used in Ductways, then look it up on the table to see how many Command Bonuses the Space
Marine player receives. For each Command Bonus, the Space Marine player takes an unused Space Marine Controlled Area
token and puts it on the Mission Status Display. Command Bonuses are effectively additional Command Points, each of
which can be used once during the mission (discard the token when it is used). Using a Command Bonus does not cause the
marker to be moved along the Command Points Track.

Ladder Tiles Command Bonuses


3 2
4-6 4
7-9 6
10-12 8

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