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Wolf Lair

Full Campaign Map

Playing The Cmapaign As One Game


The map of the entire hulk is shown on this page so you can play the
campaign all at once using the entire layout! To do this youll need
two complete sets of Space Hulk, Deathwing and Genestealer. You
could play the campaign as its writeen, using 4 players. Decide who
will play as the 2 Genestealer players and who will play as Captain
Vortigern and Sergeant Horst. Captain Vortigern and a Genestealer
player should play Mission 1 whilst Sergeant Horst and the other
Genestealer player are playing Mission 2. Stay in the same pairs and
play Mission 3 and 4 simultaneously.
Finally play Mission 5 with the Genestealer having 11 Blips each and
all 4 players playing at once. The extra 4 Blips are to account for the
extra command points the Terminators will have, as both Terminator
players draw command points. Split any extra Blips from Missions 3
and 4 between the 2 Genestealer players.

MISSION 1 - UNDER ATTACK

OBJECTIVES
The Terminators player must hold up the Genestealer attack for 12 turns.
The Genestealer player should try to move Genestealers across the board and off the other side.
FORCES
Terminators
The Terminators player has 2 squads as detailed below:
Squad Luther 1 Sergeant with storm bolter and power sword.
1 Librarian with storm bolter and force axe.
1 Terminator with heavy flamer and power fist.
1 Terminator with storm bolter and power fist.
1 Terminator with lightning claws.
Squad Faust 1 Sergeant with thunder hammer and storm shield.
1 Terminator with assault cannon and power fist.
1 Terminator with storm bolter and chainfist.
2 Terminators with storm bolters and power gloves.
Genestealers
The Genestealer player starts with 6 Blips and receives 1 more Blip as reinforcements per turn. Ambush counters may
not be used.

DEPLOYMENT
Terminators
The Terminators are divided up into the rooms so that each room contains either one or two Terminators.

Genestealers
The starting force is placed as two Blips per entry area. The reinforcements may start at any entry area.
Genestealers move first.
ENDING THE MISSION
The mission ends after 12 turns.
Record whether any Genestealers exited the board and which Terminators survived. Record how much many shots
left the assault cannon and flamer had. These results directly affect Mission 3.
If all the Terminators were killed before turn 12 the campaign is lost as Captain Vortigern will not be able to hold out
until the relief force arrives. Start the campaign again from Mission 1.

MISSION 2 - TO THE RESCUE

OBJECTIVES
The Terminators player must locate the Genestealer entrance to the lower levels.
The Genestealer player must destroy the Terminators force.
FORCES
TERMINATORS
The Terminators player has the following 2 squads:
Squad Horst 1 Sergeant with storm bolter and power sword.
1 Librarian with storm bolter and power axe.
1 Terminator with assault cannon and power fist.
2 Terminators with storm bolter and power fists.
Squad Volund 1 Sergeant with thunder hammer and storm shield.
1 Terminator with heavy flamer and power fist.
1 Terminator with lightning claws.
1 Terminator with storm bolter and chainfist.
1 Terminator with storm bolter and power fist.

GENESTEALERS
The Genestealers player starts with 5 Blips and receives 1 Blip as reinforcements per turn from turn 3 onwards. These
are taken from the Blip set or ambush counters.

DEPLOYMENT
Terminators
The Terminators start with one squad per entry area.
Genestealers
The Genestealer starting force is placed as one Blip per room. The reinforcements start at any marked entry area.
Note that all Terminator entry areas are also Genestealer entry areas.
Terminators move first.
SPECIAL RULES
PITFALLS
Pitfall Placement
Before the game starts the Genestealer player places the pitfall counter and the four dummies on the board face down
in corridor sections (not rooms). The counters must be at least 6 squares away from a Genestealer entry point and
should be at least 6 squares away from another counter.
Finding the Pitfall
When a Termiantors gets within 6 squares of a pitfall and within LOS the Genestealer player must turn the counter
face up. If the counter is a dummy remove it from play, but if it is the pitfall leave the counter on the board. Once the
pitfall has been found the remaining Terminators must exit through the hole. It costs 1 AP to enter the pitfall and the
Terminator is removed from play. The last Terminator through the pitfall counts as sealing it behind him.
ENDING THE MISSION
The mission ends when there are no Terminators left in play, either because they are dead or have exited via the pitfall. Record which Terminators exited through the pitfall and how many shots left the assault cannon and heavy
flamer had.
If no Terminators survive the relief force has failed and the campaign is lost. Start the campaign again from mission
1.

MISSION 3 - CONTROL ROOM

OBJECTIVES
The Terminator player must defend the Control Room (the big blue room on the left end of the map above).
The Genestealer player is trying to attach the Control Room and do critical damage to the controls.

FORCES
Terminators
The Terminator player has the survivors of Mission 1 plus the squad detailed below. If any Genestealers exited the
board in Mission 1 see the special rules below.
Squad Vortigern 1 Sergeant with storm bolter and power sword.
1 Terminator with heavy flamer and power fist.
1 Terminator with storm bolter and chainfist.
1 Terminator with storm bolter and power fist.
Genestealers
The Genestealer player starts with 4 Blips and receives 2 Blips as reinforcements per turn for 12 turns. Ambush
counters may not be used.
Deployment
Terminators
The Terminators may be placed anywhere on the board except within 12 squares of a Genestealer entry area. They
may be placed in overwatch if required.
Genestealers
The Genestealers start as 2 Blips per entry area. The reinforcements may be split between any entry areas as required.
Genestealers move first.

SPECIAL RULES
Pre-Scenario Casualty
If any genestealers exited the board in Mission 1 then you lose the Terminator with the chainfist in squad 3, he has
been caught by surprise and killed before the squad could react.
The Control Room
If at any time there are Genestealers in the Control Room; but no Terminators, the Genestealer player may count as
destroying vital pieces of equipment. For each Genestealer in the room roll a D6. A result of 5 or 6 means that vital
equipment has been wrecked.
ENDING THE MISSION
After turn 12 the Genestealers get no more reinforcements. After turn 15 the remaining Genestealers will retreat off
the board. The mission ends when no Genestealers are left on the board, or all Terminators are dead.
If the Genestealers killed all the Terminators the campaign is lost. Start again from Mission 1.
Otherwise note down the follow:
i) which Terminators survived and the number of shots left for the heavy flamer and assault cannon, if the Terminators
using them survived.
ii) which Genestealers survived, add up the number of models and divide by three (rounding up) and this number of
Blips is transferred to Mission 5.
iii) whether the Genestealers managed to wreck any vital equipment.

MISSION 4 - BREAKTHROUGH

OBJECTIVES
The Terminators player must reach the crossroads room and kill all the Genestealers.
The Genestealer player must kill all the Terminators.
FORCES
Terminators
The Terminators player has the survivors from Mission 2 plus Squad Gunnar as detailed below.
Squad Gunnar 1 Sergeant with thunder hammer and storm shield.
1 Terminator with assault cannon and power fist.
2 Terminators with storm bolters and power fists.
Genestealers
The Genestealer player starts with 4 Blips and receives 1 or 2 Blips as reinforcements per turn as per the special rules
below. Ambush counters may not be used.
DEPLOYMENT
Terminators
Survivors of squad Horst use entry area A (top right on map above ), survivors of squad Volund use entry area C
(bottom right on map above), squad Gunnar use entry area B (middle right on map above).
Genestealers
The Genestealer player may place the starting force anywhere on the main (3 wide) corridor. The reinforcements may
use any of the 3 marked entry areas.
Terminators move first.

SPECIAL RULES
Genestealer reinforcements
The Genestealer receives 2 Blips per turn until the first Terminator has cross the main (3 wide) corridor then the reinforcements decrease to 1 Blip per turn.
When the first Terminator enters the crossroads room the reinforcements stop.
ENDING THE MISSION
The mission ends when either all the Terminators or all the Genestealers are dead.
If the Genestealers won convert any remaining Blips and add up the number of models. Divide the result by 3
(rounding up). The result is the number of extra Blips using in Mission 5.
If the Terminators won note down which Terminators survived and how many shots the assault cannon and heavy
flamer had left if those Terminators survived.

MISSION 5 - TO THE DEATH!

OBJECTIVES
The Terminators player must destroy the last remaining Genestealers.
The Genestealer player must kill the Terminators, especially the remains of squads Luther, Faust and Vortigern.

FORCES
Terminators
The Terminators player has 2 groups: The Defending Force is the survivors of Mission 3 and the Relief Force is the
survivors of Mission 4.
Genestealers
The Genestealer player starts with 18 Blips plus any from Missions 3 and 4.

DEPLOYMENT
Note that this is the same map as Mission 1 but all Genestealer entry and exit points are now Terminator entry points.
Teminators
The Defending Force may be split as required over the 3 entry areas on the right of the map above, while the Relieving
Force may be split as required over the 2 entry areas on the left of the map above.
Genestealers
The Blips may be placed anywhere on the board except within 12 squares or in LOS of a Terminator entry area. The
Blips are placed before the Terminators are placed.
Terminators move first.

SPECIAL RULES
Extra Genestealers
Any extra Genestealers from Mission 3 or 4 are added to the starting force as calculated at the end of those missions.

ENDING THE CAMPAIGN


If the Terminators kill all the Genestealers and there is at least on member of the Defending Force alive the Terminators player wins.
If the Terminators kill all the Genestealers and no vital equipment was destroyed in Mission 3, but there are no survivors from the Defending Force then the campaign is a draw.
If the Terminators are killed, or there are no Defending Force survivors and there was vital equipment destroyed in
Mission 3 then the Genestealers win the campaign.

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