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SPACE HULK

016
ENCHIRIDION

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CONTENTS
Editor's Foreword ................................................5
Background ...............................................................6
The Rules ..................................................................8
How to Play this Game .......................................10
The Map ....................................................................10
The Playing Pieces ....................................................12
Turns .........................................................................14
Getting Ready for Play ........................................18
Turn Sequence ....................................................19
Marine player's Turn ..................................................19
Stealer player's Turn ..................................................19
The Timer ............................................................20
How to use the Timer................................................20
Space Marine Captains and Time ..............................21
Losing Commanders..................................................21
First-time players .......................................................21
The Action Phase ................................................22
Activation ..................................................................22
Action Points (APs) ...................................................22
Marine Command Points.....................................24
Gaining Command Points .........................................24
Space Marine Captains and Command Points ...........24
Spending Command Points .......................................25
Movement ............................................................29
Marine Shooting ..................................................32
Targeting ...................................................................32
Firing with the Storm Bolter .....................................34
Firing with Flamers ...................................................39
Firing the Assault Cannon .........................................42
Firing the Captain's Built-in Grenade Launcher ........44
Close Assault .......................................................45
Who May Engage in Close Assault .............................45
How to Conduct Close Assaults ................................45
Blips.....................................................................48
Original Blip Set ........................................................48
Blip Movement .........................................................48
Examining Blips ........................................................49
Blip Conversion ........................................................49
Flamer Hits on Blips ..................................................51

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Running out of Stealers .............................................51
Blip Entry Areas .........................................................51
Securing Entry Areas .................................................53
Solo Rules ..................................................................54
Doors ...................................................................57
Door Counters...........................................................57
Opening and Closing Doors......................................57
Firing at Closed Doors ..............................................58
Close Assault on Doors..............................................58
Advanced Space Hulk Rules ...............................59
Special Mission Features .....................................59
Objects and Reloads ..................................................59
Multi-Level Games .....................................................60
Air ducts ....................................................................63
Ambush Blip Counters ..............................................64
Anomaly Blips House Rule ........................................66
Artefact .....................................................................66
Auto-Fire Squares (Laser Turrets) ..............................66
Boarding Torpedos ....................................................67
Bulkheads ..................................................................67
Burrowing Stealers House Rule ................................68
C.A.T.s .......................................................................68
Dormant Stealer Blips................................................69
Disposal Chutes ........................................................70
Ekpyrosis Promethium ..............................................70
Genestealer Pitfall Entry Areas ..................................70
Hard Vacuum .............................................................71
Lifts............................................................................71
Malfunctioning Doors ...............................................72
Paralyse Attack...........................................................72
Plasma Reactor Meltdown.........................................73
Power Field Generators ............................................73
Radiation Leaks .........................................................74
Security Lock ............................................................74
Ship's Log ..................................................................75
Space Marine Entry Areas ..........................................75
Space Marine Pitfall Entry Areas ................................76
Stealer Patriarchs .......................................................76
Teleporters ................................................................77
Weapons Cache .........................................................78
Psychic Power Rules ...........................................79
Basic Psychic Power House rules ..............................80
Extended Psychic Powers Rules ...............................82
Equipment ................................................................88
Custom Missions .................................................89
The Random Squad Table ..........................................89
The Terminator Force List .........................................90
House Rule: Stealer Force List and Bidding System ...93
Space Marine Patrol - Mission Generator ..................94
Space Marine Patrol - Mission Generator Scenarios ..96

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Mission Generator Campaign ....................................100
Solo Mission: Cloud Runner's Last Stand ...................103
Geotiles .....................................................................107
Rules for Enchiridion Components ....................108
Barricades..................................................................108
Blind Grenades and Grenade Harness.......................108
Crates ........................................................................108
Cryogenic Tank .........................................................109
Dummy-Pitfalls & Dummy Computer Terminals .......109
Gantry Room .............................................................109
Plasma Grenades with Proximity Fuses ....................109
Rubble .......................................................................110
Deathwath: Overkill and Additional Forces .......111
General Rules for Additional Forces ..........................111
Chaos Space Marines.................................................112
Genestealer House Rules ..........................................114
Genestealer Hybrid Cults ..........................................116
Deathwatch: Overkill Hybrid House rules.................118
Grey Knights .............................................................121
Additional Space Marine Options .............................123
Space Marines in Power Armour ...............................126
Tables ..................................................................130
Missions ...............................................................133
Playing Campaigns................................................133
Using Standard Components ................................133
+ + Sin of Damnation ................................................134
Mission One: Suicide Mission ...............................135
Mission Two: Exterminate.....................................136
Mission Three: Rescue ..........................................137
Mission Four: Cleanse and Burn ...........................139
Mission Five: Decoy ..............................................140
Mission Six: Defend ..............................................142
Mission Seven: Delaying Action ............................144
Mission Eight: Pitfall .............................................146
+ + Broken Knife's Duty ...........................................149
Mission One: Alarm Call........................................150
Mission Two:The Ship's Log .................................152
Mission Three: Seek and Retrieve .........................154
Mission Four: Regroup ..........................................156
Mission Five: C.A.T. Hunt ......................................159
Mission Six:The Unknown Lifeforms ...................160
+ + The Fate of the Sword of Halcyon ......................163
Mission One: Impact ............................................164
Mission Two: Salvage the Bridge ...........................166
Mission Three: Shut Down ....................................168
Mission Four: Purify ..............................................170
Mission Five: Inner Sanctum .................................172
+ + Spawn of Execration...........................................175
Mission One: Break Through ................................175
Mission Two: Forge Ahead.....................................176

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Mission Three: Regroup ........................................178
Mission Four: Capture...........................................180
Mission Five: Sabotage ..........................................182
Mission Six: Race Against Time .............................184
+ + Harbinger of Despair ..........................................186
Mission One: Seize And Secure .............................186
Mission Two: Menace ............................................188
Mission Three: Data Download .............................190
Mission Four: Isolate .............................................193
Mission Five: Annihilate ........................................195
Mission Six: Retribution........................................197
+ + Defilement of Honour ........................................200
Mission One: Stop the Tide ...................................200
Mission Two: Shut Down ......................................202
Mission Three:Take Control .................................204
+ + Bringer of Sorrow ...............................................207
Mission One: Pierce the Darkness ........................207
Mission Two: Knowledge is Power .......................210
Mission Three: Deathbringer ................................212
+ + Duty and Honour ................................................215
Mission One: Veil of Darkness...............................215
Mission Two:To Kill the Beast ..............................217
Mission Three: Back from Darkness ......................219
+ + Return to Kalidus................................................222
Mission One: A Quest for Power ...........................223
Mission Two: Honour Bound ................................224
Mission Three:Terminus .......................................226
+ + Fangs of Fenris ....................................................228
Mission One:Trap the Foe ....................................228
Mission Two: Counterattack .................................230
Mission Three: Annihilate ......................................232
+ + Ark of Dust .........................................................234
Mission One: Breakthrough ..................................235
Mission Two: Surgical Destruction........................237
Mission Three: Scramble .......................................238
Mission Four: Bastion............................................240
+ + Heroes of Ultramar .............................................242
Mission One: Outer Bastions ................................242
Mission Two: Contingency ....................................244
Mission Three: Waste Disposal ..............................247
Mission Four: Uplink ............................................248
Mission Five: Last Stand ........................................250
+ + The Last Stand .....................................................253
Mission One: Break-in ...........................................253
Mission Two:The Generator .................................255
Mission Three:The Chapel ....................................258
Mission Four:The Last Stand ................................260
+ + Genestealer Invasion ..........................................264
Mission One: Ambush! ..........................................264
Mission Two: Regroup ..........................................266
Mission Three: Hammer and Anvil ........................268
Mission Four: Search and Destroy.........................270

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Additional Components ......................................274

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EDITOR'S FOREWORD

++0202016.M21// The Space Hulk Enchiridion 016' is an extensive and modern


compendium for Space Hulk.

- It features the rules for the 1st edition of Space Hulk and its components

- including the original game, its expansions, Space Hulk Campaigns, White Dwarfs and
Citadel Journals.

- It extends this base by rules for all editions and their components, especially Space Hulk
2009/2014, but also from the aforementioned sources.

- When no components are available in modern 3rd and 4th edition Space Hulk sets, it
presents rules for emulating them (for example burrying Stealers instead of Ambush
Blips).

- It also features print-and-play paper cut outs to provide the components of the
beforementioned sources - all in modern aesthetic at the end of this book

- We feature over 40 official missions from the aforementioned sources, all edited for 1st
edition rules and Space Hulk 2009/2014 components.

- Also we give house rules and house rules components together with little elaborations, all
clearly marked up. (Including minor modifications like the renaming of the Genestealer
Leader from Deathwing as 'Broodlord' and logical extrapolations like the rules for
radiation leaks to emulate the Duty and Honour campaign's Gantry Room rules or rules
for a Patriarch's Throne. Single House Rules are presented along the main text, but we
also have whole chapters full of house rules - for example for simplifiying Hybrid
weapons, using psychic rules with hidden dice rolls instead of cards and whole new
Genestealer forces from Deathwatch:Overkill.)

- In particular we feature the original Genestealer expansion rules for Deathwatch:


Overkill components and blend them together with house rules which enable you to use
all Deathwatch: Overkill components even in regular missions.

- This includes a system of three layers of complexity for psychic rules from Deathwatch to
simplified and house-ruled Genestealer expansion rules for usage without special
components to the full Genestealer expansion rules and components (which we also
feature).

Space Hulk is not only a product of rules, but more like a piece of art. In some aspects, a
modern retroversion of Space Hulk requires some free decisions. I hope you'll find
everything you need and more to come as close as possible to experiencing 1989's golden
age of Space Hulk: Man versus alien in desperate battle.

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INTRODUCTION

BACKGROUND
Only recently the Emperor of Human Space became aware of a new threat and is taking
immediate steps to isolate and stamp out the attack. Space Marine Commanders are virus-
bombing entire planets and Inquisitors ruthlessly sterilize tainted planets, wiping out their
populations to the last man, woman, and child.

Though thus far 100% effective in stopping the danger, these extreme solutions are not
without its drawbacks. In addition to the obvious loss of life and resources, if news of the
scorched earth policy spreads, local governments may naturally become reticent about
complying to the Imperium, making the job of crushing the danger all that much more
difficult.

Therefore, the current doctrine focuses on the origin. Great efforts are being made to
contain the danger as early as possible - on the Space Hulks.

Space Hulks are huge, ancient nearly derelict vessels, clad in black ice, many miles in
length. Every year thousand human ships alone are lost into the warp, much more than
many million alien ships are trapped in it. Each hulk is made up of the compacted remains
of hundreds of other vessels, meteors, comets and deep space debris. The ship's origins
would span galaxies and millions of millennia. Most are piles of junk - space flotsam -
some, however, contain treasuries of bygone ages, the lost science of technological ages or
of other races, as far advanced above humanity as we are above the insects. Intact, a Space

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Hulk could yield enormous value to humanity, and its Emperor. But even more importantly
Space Hulks are a great danger and must not left drifting through space. The hulk might be
caught by the gravity of a planet and crash there, spelling the doom of a whole world with
its impact or by releasing its cargo. So can do humans, who, blinded by greed or hungry for
forbidden knowledge, might try to raid a Space Hulk and encounter Orks or Chaos raiders,
who boarded the ship to ride it over the seas of the warp - or Stealers. In contrast to other
xenos, Stealers predominantly occur on Space Hulks. Here thousands of them can survive
hibernating for centuries.

These aliens have been well known to the Imperium for millenia. As one of the most
deadly creatures in the Galaxy they are a challenge even for the Space Marines. Their claws
can pierce Space Marine tactical dreadnought armour with ease and they are known for
their incredibly resilience and speed. On top of that they act always coordinatedly and with
an unsettling cunning.

But Stealers are most known for their alienness: For millenia space-faring merchants have
been telling stories of "Stealers" on ghost ships in segmentum ultima abducting their
victims. Genestealers or Species X232.US/823.1, the official designation, have no
reproductive organs, instead they breed in a parasitic way, stealing their victims genes.
Such a victim truly suffers a fate worse than death. Injected with the Stealer's egg, the
victim becomes an unknowing carrier of the Stealer's DNA pattern, and his children are
born as Genestealers or monstrous hybrids.

Even with this knowledge for a long time the danger of the Genestealers was under-
estimated. Of course the theoretical damage of them infesting a world would be extreme, it
hadn't happened before. Until recently they have been seen as beasts. It is now known that
this is not true.

In 111.M41 the Trysst-dynasty on the mining world of Ghosar in segmentum ultima took
control of the planet and made it a model of Imperial compliance with exemplary records
of tithe payment. Thousand years earlier, in 101.M40, a small part of the Space Hulk Curse
of Unreason detached and crashed on the planet. Everything seemed fine and for over 500
years to come everything would seem fine.

In 680.M41 the entire planet was under control of a Genestealer cult along with evolved
Genestealer forms, Genestealer-Hybrids and hybrid Psykers. In the end the threat on
Ghosar was ended. Mostly due to the specific unobstructed arcs of fire of the mining
terrain. With the victory came a bitter uncovering of everything we knew about the nature
of the Stealers: Since Ghosar Genestealers would no longer be seen as animals, isolated to
the void wastes of segmentum ultima, just trying to survive and reproduce. It's getting
clearer that their infestation takes part in an unprecedented concealment and scale. The
true target of a Genestealer is not an individual, but any planet's populace, any society's
order. While the ensuing connection is completely alien (and still not fully understood), one
thing is sure. They have but one goal, to conquer the galaxy.

After Ghosar the Inquisition began a grand-scale examination. Inquisitorial xenobiologists


like Jarv Advent collected knowlegde of the enemy. Its hidden corruption was found on
other worlds: Stalinvast, Darvon VI, the hive world Thranx - and 120 years later even on an

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ancient recruiting world of the Dark Angels chapter (which was rebuild under direct control
of four surviving Deathwing Space Marines) - the event which led to the changing of the
Terminator armour's color to white, the color of death.

Despite this the danger increased. For a long time Space Hulks occurred only few and far
between. Many centuries passed between two sightings of Space Hulks, as in 996.M40,
when the Blood Angels Space Marines Chapter barely survived its operation on an infested
Space Hulk, and 589.M41, when the rebuilt Blood Angels finally got their revenge. Even
many long-lived Space Marines only knew Stealers from horrific battle reports of older
battle-brothers or chapter legends.

The extent of the threat became apparent since 730.M41, 50 years after the Ghosar incident,
when reports of Space Hulks began to come in on average once per year.

It became clearer with every decade that a full scale invasion was ongoing. But despite the
thorough research within the first seventy years following the incident of Ghosar, mankind
only realised the extent of the danger when entire armies of aliens invaded the galaxy:
They all were directed by the psychic signals of established Genestealer cults, possibly even
a galaxy-wide, strategic and hidden colonization encounter which happened at the
beginning of M40.

Even now, it is unclear, whether we know of the real danger of the Genestealers.

Space Hulk chronicles the assault upon one of the giant vessels by an elite Company of
Space Marine Terminators from a Chapter of the Legiones Astartes. One player takes the
part of the Space Marines, the toughest warriors of the Imperium, and the other plays the
Genestealers, terrible alien invaders from another galaxy. The fight is to the death.

THE RULES
The first thing you have to do to play Space Hulk is read these rules. They arent
particularly long or difficult, and weve included lots of diagrams and examples to help
explain the more complicated ideas. Dont try to memorise this book on the first go; all you
really need to begin play is a grasp of how things work you can look up the particulars as
you need during the game.

The first section of the rules, entitled How to Play This Game, provides an overview of the
entire game. Once youve read that, youll have a good understanding of what the various
rules mechanics are meant to accomplish and how they fit in the overall scheme.

The Missions

Once you have read the rules and assembled the pieces, you are ready to begin play. At this
point, you will have to decide which of the Missions you wish to play. The Missions tell
how to arrange the boards to recreate a section of the space hulk, where the men and

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aliens begin play, when and where reinforcements (if any) arrive, and what you need to do
to win. Each Mission is different from the rest; each presents its own unique challenge.

Weve included Missions with the game, and once youve played for a bit and have a feel
for what makes a balanced, exciting game of Space Hulk, you can easily create your own.

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HOW TO PLAY THIS GAME

In Space Hulk, one player takes the role of the Space Marines, fanatical warriors, dedicated
to the destruction of the enemies of the Emperor of all Human Space, equipped with
awesome weaponry and massive Teminator armour; and the other player takes the roll of
the Genestealers, fast, vicious and super-humanly strong alien creatures. The game takes
place aboard a massive derelict vessel known as a space hulk, in which the aliens are
invading Human Space.

THE MAP
The map of Space Hulk is variable it may
be set up in different ways to represent
different areas within the huge vessel. Each of
the Missions provided in Space Hulk gives a
different map set-up, objectives for both sides
and descriptions what each side needs to do
to win, what forces each side has at its
disposal, a description how both sides deploy
and special rules.

Sections

The individual pieces that make up the maps are called corridor and room sections. The
terms corridor and room are used interchangeably throughout these rules; there is no
difference between corridors and rooms except that rooms are wider than corridors. The
edges of the sections are cut so they interlock with each other and won't slip apart in the
heat of the game. The sections also have a game function, in that they determine the area of
effect of Marine sections attacks for example from Flamer Marines (described in more detail
below).

Squares

Each map section is divided into squares. No more than one piece may ever occupy a single
square, and a piece cannot move through an occupied square. This means that they cannot
pass each other in the cramped, one square-wide corridors of the space hulk so if your
Flamer Marine is at the back of the Squad, and you want him to burn out the concentration
of Genestealers lurking ahead, first you've got to get everybody out of the way!

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Doors

The Missions tell you where to place door counters on the map. Door counters represent
the airlocks and blast-doors dotting the huge vessel. Both sides can open or close the
doors. However since Genestealers like to lurk out of sight behind the doors and pounce
upon unwary Madnes, smart Marines often blow the doors right out of the walls instead of
using the simple opening mechanism, thus denying their opponents a place to hide.

Interestingly, the doors no longer serve their original purpose as airlocks. The ship has
been hit by so many asteroids during its ages-long voyage through space, that all of the
atmosphere within has leaked out. Somehow, the Genestealers are able to survive in the
hard vacuum. The Space Marines, protected by their Terminator armour, are similarly
unaffected but they die horibly if their suits are punctured.

Bulkheads are similar to closed doors, except they cannot be opened. They are fixed in
Place and must be broken through. Use a door counter an put it with the broad side into
the base to show it is a bulkhead.

Entry Areas

As you'll notice from the diagram above, a number of corridors lead off the map. In the
Missions, certain of these corridors are designated Stealer Entry Areas, which means that
the Genestealers can use them to bring reinforcements into play usually one or two per
turn. The Stealer player also usually begins the game with one or more Blips lurking off-
board. The Stealers have unlimited reinforcements as long as the game lasts, the Stealer
player will get the stated number of additional Blip counters at the beginning of his turn. If
all of the Blips have been drawn from the box top, take all of the converted or destroyed
Blips (which are probably scattered about the table), shuffle them together, place them
back into the box top, and begin drawing them again.

Marine Deployment Corridor

Marine Squads typically deploy on one or two specific five-square-long corridor sections, or
dispersed about the board as the Marine player wishes. Unless stated otherwise in the
Mission, the Marine player may place his models in any order facing in any direction he
choose.

Match Play
Because most games take an hour and a half or less to complete. Space Hulk is admirably
suited for match play. We suggest that each time you try a mission, you and your opponent
play it twice once each side. Keep track of how many turns the game takes and how
many casualties occurred for both sides on a piece of scrap paper.

If one player wins both games, he gets an outright victory. If you split the games, which
means that either the Stealers or Marines won both games, the player who caused the most

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casualties, or who succeeded in fulfilling his objectives in the shortest amount of time
(depending upon the scenarios victory conditions), is the winner.

THE PLAYING PIECES


The Marines
Depending upon the Mission, the Marine player has one or two Squads of Space Marines
under his command. Each standard Squad contains five Marines: usually one Sergeant with
storm bolter and power glove, one Marine with heavy flamer and power glove and three
tactical Marines with storm bolters and power glove. Each of the Marines is dressed in
Terminator armor, a powerful exoskeleton that makes him much stronger than a normal
human and able to withstand the most hostile environment.

Space Marine Librarians

The Librarians of the Space Marine Chapters are powerful psykers


able to channel the force of their minds into their weapons and
influence the battle around them. The Librarian is equipped with a
storm bolter and a force axe.

Marine Sergeants

These are the commanders of the Squads.


They are particularly powerful in
hand-to-hand (or hand-to-claw) combat
with the Genestealers. In standard Squads they are armed
with storm bolter and power glove. Some are even armed with
power swords or with a complete close combat armament
like thunder hammer and storm shield. Loss of the Sergeants
will effect the amount of time the Marine player has to
complete his turn (see below).

Flamer Marines

These Marines are armed with six-shot heavy flamers. Heavy


flamers are powerful weapons that fill entire corridor or room
sections with flames, possibly destroying any or all Genestealers
within.

Assault Cannon Marines

Like the flamer the assault cannon consumes its ammunition

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fast. Assault cannons are even more effective than storm bolters.

Close Assault Marines

These are equipped with a complete close combat armament like


lightning claws. These energy weapons allow Terminatros to adopt
the ruthless fighting style of a primeval cat. The claws can hook
into a Genestealer's carapace and rip it away, exposing the
flesh beneath. Lightning claws are extremely difficult to
use; it takes many years of study to become proficient
with them.

Space Marines

The Space Marines are armed with storm bolters. Extremely


effective against individual Genestealers at long range, a Marine is in real trouble if a Stealer
gets within clawing distance!

Space Marine Captains

Equipped with masterfully crafted wargear, storm bolter, power glove and built-in grenade
launcher with plasma grenades, power sword and sometimes even special artefacts, bionics
or xenotech like Jokaero digital weapons, Marine Captains make far more formidable
opponents for a Genestealer than a standard Marine. More important, they are skilled
leaders, able to extract the utmost effort from troops under their command. In Missions
with a Captain you may use the model of the Sergeant with storm bolter and power sword
or thunder hammer if you have no other model of a Captain. Use any other model with
storm bolter or Close Combat weapons as Sergeant instead.

The Genestealers
The Emepror of Mankind is
The Genestealer player has a virtually unlimited all but dying, but the Stealers
have tasted his mind from
number of Stealers under his command. Though he
afar - and they fear him,
usually gets only a few at the beginning of the
more than any being they
Mission, more and more reinforcements arrive as the have ever encountered.
game progresses. At the end of this document are
print-out paper stand-up models of Genestealer - Inquisitor Kalistradi from
Hybrids. They bring ranged weapons and psychic the The Nature of the Beast
powers to the Genestealer Force.

Blips

When first brought into play, the Stealer players forces appear as Blip counters.
Blip counters represent one, two, or three Genestealers moving about the

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corridors of the space hulk. The Space Marine player is not sure how many aliens he is
facing until one of his Marines sees a Blip, or the Stealer player chooses to 'convert the
Blip (usually because those Stealers are about to attack).

Patriarchs

Dim legends surround the Patriarch, the ancient


progenitors of entire broods. The Patriarch is the most
powerful of all the Stealers, both in combat and
as a psyker. He was once a Purestrain
Genestealer but became the psychic focus of
a cult or giant brood. Patriarchs sometimes
have different abilities. Usually the rules for normal Stealer applies
with some exceptions. Some Patriarchs are even immobile, they can only
turn but they wield even more dangerous and permanent ranged
attack psychic powers.

Genestealers

When the Stealer player is ready to


attack, or when a Marine sees a Blip, the Blip counter is
turned over to show how many Stealers are there. At that point, the
counter is removed from the board, and replaced with Genestealer
models. The Stealer player can reuse killed Stealer models and there
will probably be a lot of dead Stealers by the end of the game!

Genestealers have no long-range weaponry in fact, they dont use


weapons at all. They attack by running up to their opponent and doing
something nasty to him with their bare claws. This is risky, considering the
awesome firepower of the Marines, but if they can get close, the Stealers are
extremely lethal in close assault combat.

TURNS
Space Hulk is played in turns a Marine players turn, followed by a Genestealer players
turn. The turns are further divided into a number of smaller parts, called phases. Specific
things happen in each phase, and it is important that you do them in the proper order, at
the proper time.

In game terminology, the order of turns and phases within a game is called the sequence of
play. Space Hulks sequence of play is as follows:

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Sequence of Play - Marine players Turn
Set Timer Phase: The Marine player is under time pressure. Because the Genestealers are
so much faster than humans, the Marine Sergeants must think and act fast, or their squad is
dead. To simulate this, the Marine player has only three minutes to move his pieces. To
make matters even worse, if a Marine Sergeant is ever killed, the Marine player has even
less time to make his move!

In the Set Timer Phase, the Stealer player announces the beginning of the Marine players
turn. From then on, he keeps track of the passage of time on a stopwatch or wristwatch;
once three minutes have passed, the Marine players turn is over.

Command Phase: During this phase, the Marine player randomly and covertly rolls a dice
to find out how many Command Points he has. The Marine player uses Command Points
(also called CPs) to have his Marines perform exceptional feats.

The Marine player keeps the number of Command Points he has secret from the
Genestealer player until the Endphase at the end of the Genestealer players turn.

Action Phase: This is when the Marines move, fire, open and close doors, and perform
other actions. A turn represents a very short period of time-five to ten seconds and a
Marine can only do so much in that time. Thus, each action the Marine might take is
assigned an Action Point (AP) Cost, and each Marine has 4 Action Points (APs) per turn.

For example, a Marine must pay 2 APs to move one square backwards and 1 AP to fire a
storm bolter. During a turn, be could fire his bolter four times or move backwards 2 squares,
or move backwards one square and fire his bolter twice - be could perform any Actions be
wished in any orders; as long as he didnt spend more than 4 APs.

In addition, the Marine player can spend some or all of the Command Points he gained
during the Command Phase to have Marines perform actions totaling more than 4 APs.

Following is a list of the actions the Marines can perform:

Move: The Marine moves to an empty adjacent square. The AP cost varies depending upon
whether he is moving forward or backwards.

Turn: The Marine turns while staying in the same square.

Fire Bolter: The Marine fires at a target in front of him. The Marine cant fire through other
models and he cant fire if the target is to the side or behind him. When a Marine fires a
bolter, the Marine player rolls two dice: if either of the dice turns up 6 or the Marine rolls
double 6s, the target is destroyed and removed from the map. If the Marine stands and
repeatedly fires at the same target, he gets a sustained fire bonus, and his chance of hitting
increases on the second shot he needs to roll a 5 or 6 on either dice, on the third he
needs to roll a 4, 5, or 6 and on the fourth and subsequent shots he needs a 3, 4, 5 or 6.

Move and Fire Bolter: The Marine moves one square and fires a bolter at a target. He
doesnt get a sustained fire bonus if he is moving and firing.

Turn and Fire Bolter: Same as above.

15
Set Overwatch: When the Marine player expects a horde of Genestealers to come
rampaging down a hallway at a Marine, he may put the Marine into Overwatch mode. This
is indicated by placing an Overwatch marker by the model. In Overwatch, the Marine fires
at anything that moves in the Stealer Action Phase (provided he can see it), He doesnt get a
sustained fire bonus for Overwatch. Flamer Marines cannot be put in Overwatch, only
Marines with storm bolters.

Overwatch is usually quite effective, even without the sustained fire bonus, but there are
risks. If the Marine player rolls doubles, the Marines bolter jams and becomes unable to
fire, leaving the Marine quite helpless until he can clear the jam.

Clear Jam: A Marine with a jammed bolter can clear the weapon and make it ready to fire
once again. Jams occur only when the Marine player rolls doubles during Overwatch. They
never occur during any other kind of bolter fire.

Fire Flamer: Flamer Marines fire their flamers at entire board sections, not individual
targets. The Marine player rolls a dice for each piece in the section - Stealers and Marines.
The piece is destroyed on a roll of 2-6.

In addition, flamer fire blocks passage through corridors and rooms for the next Stealer
players turn. A Flamer marker is placed in a burning corridor section to denote that it may
not be entered; it is removed in the next Endphase.

Flamer Marines carry limited ammunition; after six flamer shots theyre out of juice for the
rest of the game.

Open or Close Door: The Marine may open or close a door if he is facing towards it.

Close Assault: This is an act of desperation for a Space Marine, since he is quite likely to
come out much the worse

- i.e., dead - from the battle. In close assault combat, each side rolls one or more dice, and
the highest individual dice-roll wins, A Space Marine or Flamer Marine rolls one dice, a
Marine Sergeant rolls one dice and adds one to the roll, and a Genestealer rolls three dice
and picks the highest roll. The loser is destroyed and removed from play; a tie has no
effect.

Whenever a Marine performs an action, say loud and clearly what he does, followed by the
amount of APs and CPs he already spent after doing his action. E.g. "Moves, one, turns,
two, moves and shoots, three, turns around, one CP, Overwatch three CPs."

The Marine players turn ends when he has completed his move or time runs out.

Genestealer's Turn
Blessed with remarkably efficient nervous systems, Genestealers think and act much faster
than Humans do. Therefore, in Space Hulk, the Genestealer player is not under time
pressure to complete his move. The timer is not used during the Genestealer players turn.

16
Stealer Reinforcement Phase: During this phase, the Genestealer player takes a number of
Blip counters, usually one, two, or three per turn, as determined by the Mission, He looks
at them to find out how many Stealers they represent, and then places them face-down in
Stealer entry areas. Stealers in entry areas do not have to move onto the board immediately
after entering play; they may lurk in the entry areas for as long as the Stealer player wishes.
Stealers in entry areas cannot be harmed in any way by the Space Marines.

Stealer Action Phase: The Genestealer player moves his Genestealers and Blips in much
the same way as the Marine player moves Marines. However, Genestealers have 6 APs, two
more than the Marines. Also, some actions cost different amounts of APs for Genestealers
and Blips, and some actions are prohibited for Blips - most importantly, Blips cannot attack.

Since they have no weapons, Genestealers are quite vulnerable to the Marinesfirepower.
During the game, they often stay just out of sight of the Marines, waiting until they have
enough reinforcements to attack in wave assaults. Even these tactics are not necessarily
going to be successful, especially if the Marine player has saved some Command Points to
use to mow down huge numbers of the onrushing Stealers. However, if a Stealer survives
the fire and reaches the Marines, he is quite likely to destroy one or more of them in Close
Assault combat.

The Stealer players turn ends once he has finished moving his pieces.

Endphase: The players check to see if either side has won. If not, the game continues. The
Marine player shows the Stealer player the CP counter he drew, to prove that he didnt
spend more CPs than he had available, and Flamer markers and Overwatch counters are
taken off the map.

THATS THE GAME!


In a nutshell, thats how you play Space Hulk. The following rules provide specific details,
but now you have a good overview of the game. Keep it in mind as you are reading, so that
you have an idea on how each rule fits in the framework of the game.

17
GETTING READY FOR PLAY

1. First decide who is going to play the Genestealers and who is going to play the Space
Marines, then pick a Mission. (Using this document you can also play missions with other
forces. The rules are based on the basic rules which are presented here.)

2. Set up the map according to the Mission instructions.

3. Take out one or two Marine Squads (as per the Mission description), and set aside six
Flamer counters (or a die or a prepared roster sheet) for each Flamer Marine in play.

4. Take the Command Point die and a cup or cardboard sheet to hide the outcome; take the
Blip counters, turn them face-down, shuffle them, and place them in the box top. Place the
Stealer models within easy reach of the Stealer player.

5. The Genestealer player deploys his starting forces (if any), then the Marine player places
his forces, at the locations allowed according to the Deployment section of the Mission.

6. The Stealer player needs a timer. He starts the timer; the Marine player rolls the
Command Point die; and play begins.

18
TURN SEQUENCE

Space Hulk is played in turns. Each game usually begins with a Marine players turn, which
is followed by a Stealer players turn. If the turn order is reversed, it is stated in the mission
description. Play alternates between the two for the duration of the game.

Each turn is further divided into phases. To make sure that everything is done properly,
follow the exact sequence shown below.

MARINE PLAYER'S TURN


1. Set Timer Phase
The Stealer player announces the beginning of the Marine players turn and starts the timer
(see below).

2. Command Phase
The Marine player takes a Command Point counter at random to find out how many
Command Points he has.

3. Marine Actions Phase


The Marine player gets to activate and move, fire, close assault and/or put into Overwatch
his Marines. Once the Marine player has finished (or runs out of time; see below), it is the
Stealer players turn.

STEALER PLAYER'S TURN


1. Stealer Reinforcement Phase
The Stealer player takes any reinforcement Blips he is due that turn and places them in
Stealer entry areas.

2. Stealer Actions Phase


The Stealer player activates any or all of his pieces. He may move his Blips or convert them
into Stealer models, and he may move and/or close assault with any or all of his Stealers.
The Marine player may spend Command Points to move, fire, and/or close assault with his
Marines.

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3. Endphase
During this phase, various record-keeping tasks are taken care of. The Stealer player
removes Flamer and Overwatch counters; the Marine player reveals the Command Points
rolled that turn; and the players check to see if either side has won. If not, the Stealer
player calculates the time limit for the Marine player's turn, sets and starts the timer and
announces the beginning of a new Marine player turn.

THE TIMER

Genestealers are fast much faster than humans. A turn of Space Hulk represents just a
few seconds of real time; for the Space Marines, survival depends upon their commander
making split-second decisions. Theres no time to carefully weigh all the options. Act fast,
or youre dead. We simulate this in the game by putting the Marine player under time
pressure.

To play Space Hulk, you need some kind of timer. A stopwatch is perfect; just about any
watch or clock with a second hand is fine, as well.

HOW TO USE THE TIMER


The Marine player has just three minutes to complete his turn. When the Stealer player has
finished his turn, he begins timing the Marine player. Once three minutes have passed, the
Space Marine players turn ends immediately (except that he may roll for the outcome of
one fire or assault combat he announced before time was up).

During the Marine players turn, the Stealer player announces the passage of time, calling
off each minute as it passes, and then counting down the last minute in fifteen-second
intervals for example, Okay, begin. You have three minutes. - two minutes... one minute...
forty-five seconds.. - thirty seconds.. fifteen seconds... times up!

Game Note: This is a lot of fun, especially when your opponent is dithering during a
critical turn!

20
SPACE MARINE CAPTAINS AND TIME
For each Marine Captain in play, the Marine player receives an additional thirty seconds to
the three minutes in which to complete his move. Therefore, if a Marine Captain is
accompanying two full squads, each with a Sergeant, the Marine player would have three
minutes and thirty seconds to complete his move.

LOSING COMMANDERS
When a Squads Sergeant is killed, one of the remaining Marines takes over. The new
commander is less experienced, and probably wont be as decisive as the Sergeant he is
replacing. When this happens in the game, the Marine player gets even less time to
complete his move!

You lose thirty seconds of time for each of your (original) Sergeants killed (or not in play to
begin with). If youve got only one Sergeant in play, you have only two minutes and thirty
seconds to make your move; if you have zero Sergeants in play, you have just two minutes.
If you are using custom Marine forces your minimum time is always thirty seconds.

FIRST-TIME PLAYERS
Novice Marine players get four minutes per turn instead of three. (They still lose thirty
seconds of time for each commander killed.)

21
THE ACTION PHASE

During your Action Phase, you move and fight with your pieces. You move and fight with
your pieces one at a time, completing one pieces move before you start anothers. When
you are moving or fighting with a piece, it is said to be the active piece.

In your Action Phase, you may activate some, none, or all of your pieces. You never have
to activate a piece: it may sit there doing nothing for as long as you want or as long as
your opponent lets it survive!

ACTIVATION
You may activate your pieces in any order you choose, but each piece may be activated
only once per turn, and you may activate only one piece at a time. Once you have finished
with one piece and activated another, you cannot activate the previous piece until your next
turn.

ACTION POINTS (APs)


When activated, each piece receives a number of Action Points (APs), which you spend to
have that piece move, fight, or perform other actions. The piece can do any actions it can
afford; it may perform all different actions or the same action over and over. You dont have
to spend all of a pieces available APs during a turn, but any leftover APs are lost when you
activate another piece or your turn ends.

Space Marines receive 4 APs


Genestealers, Patriarchs (unless stated otherwise) and Blips receive 6 APs

The AP costs of actions represents the amount of time it takes for a piece to perform that
action. AP costs are listed on the following table.

ACTION POINTS TABLE


ACTION POINTS ALLOWANCE
Space Marines Genestealers and Blips
Each 4 APs per Activation Phase Each 6 APs per Activation Phase

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ACTION POINTS COST
Action Marine Genestealer Blip
Move Forwards 1 square* 1* 1 1
Move Backwards 1 square* 2* 2 1
Move Sideways 1 square 2 1
Turn 90* 1* 0**
Turn 180 2 1
Climb Ladder 2 2 2
Climb Up Pitfall 3 3
Jump Ladder Hole or Pitfall Down 0/1*** 0/1*** 0/1***
Stand up 2
Fire Storm Bolter 1
Set Overwatch Fire 2
Clear Jammed Bolter 1
Fire Flamer 2
Flamer Self-Destruct 1
Thunder Hammer Self-Destruct 1/0****
Fire Assault Cannon 1
Full Auto 2
Take reload and store it or reload weapon 4
Fire Grenade Launcher 1
Close Assault 1 1
Open/Close Door 1 1 1
Destroy Door with Chain Fist 1
Destroy Bulkhead with Chain Fist 2
Use Psychic Power 0***** ?
* Marines with storm bolter or assault cannon may shoot after action for no additional costs.
** If the Stealer makes two 90turns in a row, hes really making one 180turn, and must pay 1 AP to do so.
*** 0 APs if the player announces to jump down when model enters square, 1 AP if it jumps down after entering
the square.
**** 0 APs if used instead of defense roll while being attacked from front or sides and.
***** Psychic Powers cost no APs and can be used anytime in the own round, but a maximum of one power per
psyker.

Example of Spending APs

It is the Marine players Action Phase. He activates a Marine, who can now spend 4 APs. The
Marine moves forward and fires (1 AP), misses, moves forward and fires again (1 AP),
misses again, moves forward and fires a third time (1 AP), this time hitting and destroying
the Stealer (and having spent a total of 3 APs to do so). Heaving a sigh of relief the Marine
player activates another Space Marine. The first Marine cant be activated until the Marine
players next turn; his leftover APs are wasted.

23
MARINE COMMAND POINTS

Marine Squads sent into the space hulk are in constant communication with a command
center back on the assault vessel. Each Squad is under the command of a Lieutenant, who
monitors Terminator progress via small cameras mounted on the Squads helmets,
integrating their movement within that of the entire assault team.

These Lieutenants are often quite helpful in combat, urging the Marines on to greater
efforts, pointing out advancing Stealers that the Marines might not have seen, offering
tactical suggestions, and so forth. In Space Hulk, the Lieutenants are represented by
Command Points (CPs).

Genestealers have no CPs; only the Marine player gets them.

GAINING COMMAND POINTS


During the Command Phase, roll for Command Points and hide the outcome with a cup.
Look under the cup to find out how many Command Points you get to spend during that
turn and the following Genestealer players turn.

The CPs must be spent during your turn or the next Genestealer players turn; you may not
save them until your following turn. Any CPs left over after the Stealer players turn are lost.

Important! Dont tell the Stealer player how many Command Points you have until the
Endphase!

SPACE MARINE CAPTAINS AND COMMAND POINTS


For each Captain in play, the Marine player receives two additional Command Points. If this
gives him seven or eight CPs, he keeps track of the additional points with an extra
command die: for example, when he spends his seventh CP he turns one command dice to
6, and the other to l.

If a Captain is removed from play, the Marine player gets to spend any remaining extra CPs
during that turn. In subsequent turns, however, the Marine player no longer enjoys the
benefits of that Captain's CP bonus.

24
SPENDING COMMAND POINTS
Command Points are exactly like Action Points, except that you can spend them on any of
your Marines, active or inactive, and you can spend them during your Action Phase and the
Stealer players Action Phase.

Example of Spending CPs

The Marine player has rolld 4 Command Points. He can spend 4 CPs any time during his or
the following Stealer turn to have his pieces perform extra actions costing up to 4 APs: a
Marine could Move Forwards & Shoot four times, two Marines could each make Flamer
shots; one Marine could Shoot and three others could Move Forwards a square, and so forth.

Keeping Track of Command Points You Have Spent


Though you shouldnt tell the Stealer player how many total CPs you received during the
Command Phase, you must tell him how many you are spending as you spend them.

As you spend CPs, you keep track of the number you have spent with one of the dice.
When you havent spent any CPs, put the dice off to one side; when you spend one or more
CPs, turn the dices face to show the total points you have spent and place it on top of the
Command Point counter. If you spend more points later on, simply turn the dice to show
the new total.

Example of Keeping Track of CPs

If you spent two CPs to have a Marine fire his flamer; you would turn the Used Command
Dice so that it showed 2 and place it on top of the cup with the rolled Command Points. If
later in the turn you spent another point you would then turn the dice to 3.

Playing Tip: Since the maximum number of CPs you can receive is six, if you spend six
CPs during your turn, the Stealer player will know that you dont have any left to spend
during his turn. However, if you spend, say, two during your turn, he cant be sure if thats
because thats all you had to spend, or because youre saving the CPs to hit him later!

Revealing the Command Counter


You reveal the Command Point counter to the Stealer player during the Endphase. If you
spent more CPs than you had, you lose immediately.

After you have revealed the Command Point counter, place it back in the cup with the other
counters.

25
Spending CPs During Your Action Phase
During the Marine Action Phase, you can spend CPs on any Marine in any way you wish, In
fact, you can spend CPs on one Marine while another is active; the active Marine does not
become inactive as a result. You can also spend CPs in combination with Action Points
(thus, you can spend 1 CP and 1 AP to have an active Marine perform a 2 AP action).

Examples of play appear throughout this book.

In the text, parenthesized letters refer you to specific parts of the diagrams. For example, In
the diagram to the left, the text says He spends one CP to move the Marine into the side
corridor (A). The (A) refers to the A in a circle in the diagram above the text.

The ghostly figures in the diagrams show where models begin, or spaces the models pass
through, during the action displayed in the diagram. The heavier figures show where the
models end up. For example, in the top diagram to the left, the space Marine started in the
space directly above the Flamer Marine; he moved one space diagonally up and to the right.

Straight arrows indicate that the model has moved to the space the arrow points to, curved
arrows that the model turned 90or 180in the space.

Example of Spending CPs During Marine's


Action Phase

The Marine player has two Command Points.


Neither of the two Marines shown has been
activated yet. He wishes to flame the two Stealers
around the corner but the Marine is in the way of
his Flamer Marine. He spends 1 CP to move the
Marine into the side corridor (A), then Activates the
Flamer Marine, who moves down the corridor (2
APs) and turns to face the Stealers (1 AP) (B, C,

26
and D). The Flamer Marine has only 1 AP remaining,
and it costs 2 APs to fire a flamer; so the Marine
player spends his last CP and the AP to have the
Marine fire his flamer, toasting the Stealers (E). The
Marine player may now Activate the Marine in the
side corridor; the Marine will have its full complement
of 4 APs.

Spending Command Points During the Stealers Action Phase


You can spend CPs on a Marine during the Stealer players Action Phase; however, you may
do so only if your Marine sees a Stealer perform an action. (This represents your Lieutenant
seeing the movement through the Marines vidcameras).

To see a Stealer, your Marine must have a Line of Sight (LOS) to the Stealer. Line of sight is
explained in detail in the Marine Shooting section of the rules; for now, all you need to
know is that the Stealer must be in front or to the side of the Marine, and there cant be
anything between the two models blocking the Marines view.

In addition, you can spend CPs on a Marine only after a Stealer in his LOS has performed
an action. (That is, if the Stealer just stands there and does nothing for its entire turn, the
Marine Lieutenant wont pay any attention to it.) If the Stealers action takes it out of your
Marines LOS (it closes a door in the Marines face or steps around a corner), you cant
spend CPs on that Marine.

Finally, during the Stealer players Action Phase, you may spend CPs only to have one
Marine perform one single action at a time. You can spend 2 CPs to have a Marine perform
a 2 AP action, like firing a flamer, but you cannot spend 2 CPs to have a Marine fire twice.
The Stealer player is always allowed to perform another action before you can spend more
CPs.

This rule is in effect even if more than one Marine sees a Stealer perform an action: you can
spend CPs only to have one of them perform one action. If the Stealer then subsequently
performs other actions, you can spend CPs on the same Marine as before, or on another
Marine with LOS to the Stealer.

To spend CPs during the Stealer players turn, wait until a Stealer performs an action [that
ends] in one of your Marines LOS, then simply announce that you are spending CPs on that
Marine. After you have finished, the Stealer player resumes his move (until you interrupt
again).

27
Examples of Spending CPs During Stealers Action Phase

It is the Stealer players Action Phase. The Marine


player has 3 CPs left; caught rather stupidly facing
in the wrong direction, the Marine is about to get
attacked from the side by an angry Genestealer.
The Stealer moves towards the Marine (A).

The Marine has a line of sight to the moving Stealer


so the Marine player may spend CPs on him. The
Marine player spends a CP to turn the Marine to
face its attacker (B) (he turns because the Marine
cant fire at a Stealer coming at him from the side).

Since the Marine player cannot spend any more


CPs until the Stealer player performs another
Action, he watches helplessly as the Stealer moves
forward again (C) - now hes right next to the
Marine! After the Stealers move, the Marine player
interrupts once more and spends another CP to
take a shot at the advancing Stealer (D); the shot
misses. The Stealer attacks the Marine in close assault; if the Marine survives (unlikely!), the
Marine player can use his last CP to try to blow away the Stealer once more.

Since the Marine cannot see the Stealer after it performs


its Action (scuttling down the corridor) the Marine player
may not spend CPs on that Marine.

28
MOVEMENT

The corridor sections of the map are divided into squares. A piece can move into any
adjacent empty square, including empty diagonally-adjacent squares (though see below)
if, of course, its player pays the APs. It is usually more expensive 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 have to pay 4 APs to do so.

When a piece is moving, it keeps its current facing (see below); you must pay APs for a
turn action to change a pieces facing.

Illegal Moves
You cannot move a piece into a square containing another piece, a closed door, or through
a wall. In addition, you cannot move a piece into an empty diagonally-adjacent square if
both intervening squares are occupied by other pieces and/or corners.

Examples of Illegal Moves

FACING
Facing Diagram

All of the moves shown are When models are on the board, each must be placed
illegal so that its front faces one of the sides of the square
upon which it stands, as shown below. A models

29
facing has effects upon its movement, fire and close assault, and ability to open and close
doors (see various sections). Blip counters need never worry about facing. The facing the
Genestealer models is obvious, the facing of the Terminator models is determined by its
shoulders, they are showing the sides.

How Facing Affects Movement


Your models pay different amounts of APs to move in different directions, depending upon
their facing.

A model pays 1 AP to move to any of its three front squares.

A model pays 2 APs to move to any of its three rear squares.

A Stealer model pays 2 APs to move to its side squares; a Marine model cannot move
directly sideways at all (though extremely powerful, Terminator armor is somewhat clumsy
its leg articulators dont allow much lateral movement).

A Blip has no facing. It may move in any direction at a cost of 1 AP.

Remember that models keep their current facing when moving. Turning is a separate action
from movement.

Diagrams for Movement costs

1 1 1 1 1 1

X X 2 2

2 2 2 2 2 2

Turning
You may expend APs to turn a model that is, to change its facing by 90 or 180 while
staying in the same square.

A Space Marine pays 1 AP to turn 90; 2 APs to turn 180

A Genestealer pays 0 APs to turn 90; 1 AP to turn 180. (Note that a Stealer cannot make
two 90 turns in a row for free; it would have to pay the 1 AP cost for making a 180 turn.)

Blips have no facing; they never turn.

30
Example of Turning

The Space Marine pays 1 AP to move forward to the


front diagonal square (A); it pays another 1 AP to turn
90to face down the hall (B); it may spend ifs
remaining 2 APs to blow away the Stealer down the
hall.

Example of Turning

The Space Marine has foolishly neglected to go into


Overwatch mode, so the newly- activated Stealer
(with 6 APs) decides to go and kill him. It makes a
90 turn for free (0 APs) (A), moves forward (1 AP)
(B), turns 90 again for free (0 APs) (C), rips the
head off of the Space Marine (1 AP) (D), turns 90
again (0 APs) (F), moves back down the hall three
spaces (3 APs) (F-H), then expends its last 1 AP
turning 180(I).

31
MARINE SHOOTING

Marines are armed with the very best weaponry in the Imperium. The storm bolter, the
Space Marinesstandard firearm, fires small, high- velocity bolts with explosive tips, capable
of blasting through eight inches of plasteel as though it were tissue paper. The heavy
flamer fires jets of volatile chemicals that explode violently, filling the target area with
burning flames. Few creatures stand a chance against this awesome firepower.

The Genestealer is one of them.

TARGETING
The term targeting refers to a Marines ability to (A) see a target, and (B) bring his weapon
to bear on it. If the Marine can do both, he can fire at the target. Basically, a Marine can see
to the front and sides; he may bring his weapon to bear only on targets in front of him.

In most cases, a Marine will be firing his storm bolter at an individual Stealer or door, in
which case he must be able to target the Stealer or door, When a Flamer Marine fires a
flamer however, he is shooting at an entire corridor or room section. To hit it, he must be
able to target any one of the squares in that section.

In game terms, in order for a Marine to be able to see a target, he must have a line of sight
(LOS) to the target; in order for him to be able to bring his weapon to bear, the target must
be within his fire arc

Playing Note: Since Genestealers dont carry weapons, they dont shoot at things far away,
and thus never have to worry about fire arcs or LOS except, of course, they will probably
worry a lot about staying out of the Marines fire arcs and LOS

Line of Sight
Marines dont have eyes (or camera mounts) in the back of their heads. They can see only
targets that are in front or to the side of them. However, as they are equipped with
sophisticated vision-enhancement equipment built into their Terminator armor, they can see
for unlimited distance (provided theres nothing
in the way).

Line of Sight Diagram

The Marine can see the unshaded squares.

32
Blocking LOS

If there is a model, wall, corner, door, or burning square (see below) between the Marine
and his target, the LOS is blocked. But: a model that you can't see doesn't block line of
sight to anything beyond! You can't hide behind a hidden model. This can lead to the
situation that one model may have LOS to another model, which doesn't have LOS to the
first one (see below).

Judging Diagonal LOS

Its simple enough to judge LOS if the target is directly down a line of squares from the
Marine - if something occupies a square between the Marine and the target, the LOS is
blocked. However, if the target is on a diagonal from the Marine, its a little more work. Lay
a piece of string or a ruler from the center of the Marines square to the center of the
targets square: if the line passes over a square containing something which blocks, the LOS
is blocked.

If the line passes directly between two squares, LOS is blocked only if both squares are
blocked.

- - - - - - LOS Blocked, _________ LOS Open.


F
(A), (B), (C) and (E) are examples of
diagonal LOS. (A) and (B) are not blocked
because only one of the squares is blocked

33
where they pass directly between two squares. (C) is blocked because both squares are
blocked, one by the corner and one by the Marine. (D) and (E) are blocked because the LOS
passes directly through a blocked square. (F) is blocked. But as a hidden model can't block
LOS, the Marine may shoot at the Stealer behind. Note that this position doesn't provide LOS
to the Marine. If there would be Stealer at the position of the Marine and there would be two
Marines at the positions of the Stealers, no one could fire at the Stealer.

Fire Arcs
Space Marines can fire only at targets in
front of them-that is, that are in their fire
arcs. If a target is outside the Marines fire
arc, he must turn before he can fire at it.
The following diagram shows the Space
Marines fire arc.

Playing Note for the Genestealer player: When attacking the Space Marines, youll have
to pay close attention to the Marines fire arcs and LOS. The best way to attack a Space
Marine is to hit him from the rear (the dark shaded spaces in the diagram above), because
the Marine cant see you there, and thus the Marine player cant spend any CPs on the
Marine under attack.

The next best way to get at the Marine is to hit him from the side (the lighter-shaded
squares). Though he can see you, you arent in his fire arc, and at least the Marine player
will have to spend CPs to turn the Marine to face you before he spends them to blow you
away - and he might run out. If youve got to come at him from the front (the white
squares), chances are, youll lose a couple of Stealers in the assault. Youd better have two
or three (or more!) Stealers within attack range when you make your move.

Playing Note for the Marine player: Keep your back to the wall! Put vulnerable Marines
into Overwatch (see below), and, if you can, save a CP or two for the Genestealer players
turn, just in case.

FIRING WITH THE STORM BOLTER


Marines fire their storm bolters at Genestealers or closed
doors. When a Marine fires a storm bolter at a target, roll
two dice: if a 6 is rolled on either or both dice, the target
is destroyed and removed from the board.

34
Range
Storm bolters have unlimited range. They may fire at any target that is within the Marines
fire arc and LOS (but see Overwatch Fire).

Sustained Fire
In sustained fire, a Marine is firing repeatedly at a single target, allowing a sophisticated
targeting computer in his Terminator armor to adjust his aim. The computer is effective
only if the Marine stays still and concentrates upon hitting the target; if he moves or ceases
firing, the targeting computer loses the target and he must rely on his own skill.

If a stationary Marine misses with his first shot, the score required to destroy the target goes
down on the second and subsequent shots (provided he doesnt move). On each round of
sustained fire, the score required to hit the target goes down by one:

Score Required to Hit

First Shot: 6
Second Shot: 5 or 6 on either dice
Third Shot: 4, 5 or 6 on either dice
Fourth or More: 3, 4, 5 or 6 on either dice

A Marine receives the sustained fire bonus only if he stands still and continuously fires at
the target. If he moves, moves and fires (see below), opens a door, fights a round of Close
Assault combat, switches targets, another Marine is activated or the Action Phase ends, or
does anything else he loses any sustained fire bonus.

Remember that the Marine must pay 1 AP for each shot.

Marines do get the sustained fire bonus during the Stealer players Action Phase, if the
Marine player expends CPs to have the Marine fire at a Stealer more than once as it moves
within his fire arc even if the Stealer temporarily leaves the Marines LOS. Note that any
sustained fire bonus that Marine built up during the previous Marine players Action Phase
is lost; he starts again from scratch (that is, he needs to roll a 6 to hit the Stealer on the first
shot, a 5 or 6 on the second, etc).

Marines do not get the sustained fire bonus for Overwatch fire (see below).

Example of Sustained Fire

During the Marine players turn, the Marine spends his last AP to fire at a Stealer. He needs
to roll a 6 on either die to hit: he rolls a 1 and 5 and the shot misses. He expends a CP and
fires again, this time rolling a 4 and 5. As he receives a sustained fire bonus for firing on the

35
same target for two shots in a row, this time the 5 roll is good enough to hit and kill the
Stealer.

Overwatch Fire
In Overwatch mode, the Marine is firing off rapid bursts at any moving enemy. Overwatch
represents the Space Marine's split-second response to a moving target. He's waiting tensely
for a Genestealer to show itself and ignores all other targets, such as doors or features like
crates. He isnt taking the time to carefully aim his weapon; hes just shooting as quickly as
he can.

A Marine armed with a storm bolter may go into Overwatch mode at a cost of 2 APs. Place
an Overwatch counter next to his model.

How Overwatch Works

Overwatch fire takes place only during the Stealer players turn. At no AP cost, the Marine
automatically fires at any action in his fire arc (assuming he has an LOS to the target, of
course) within 12 squares. (Even though turning 90 costs no APs for a Genestealer, it's still
an action so the Space Marine must take a shot if a Genestealer turns in the Marines LOS.)
When counting the range, count from the space in front of the Marine to the space the
target enters.

Since the Marine is not concentrating his fire on a specific target, but attempting to cover an
entire area, he never gets a sustained fire bonus during Overwatch: he must always roll a 6
on either of his two dice to hit the target.

Playing Note: Of course, if the Marine is Overwatch firing at a Stealer who is advancing
down a corridor at him, hell get to shoot at it for no AP cost each time the Stealer moves,
which more than makes up for the lack of Sustained fire bonus.

If the Marine takes any action, he loses the Overwatch. Also, if the Marine is attacked in
Close Assault combat, he loses the Overwatch. The Marine can voluntarily go out of
Overwatch at any time, for no CP cost (before he witnesses an action or after firing in
Overwatch). The Marine automatically goes out of Overwatch at the Endphase (though you
may, of course, put him back into Overwatch during your next turn).

Example of Overwatch

The Space Marine has Overwatch fire down


the corridor. The Genestealer moves forward
a space, drawing fire from the Marine (A).
The Marine player rolls a 3 and 5; the shot
misses. The Stealer moves forward once more
(B); this shot also misses. Deciding not to
press his luck any further the Stealer player

36
stops moving the Stealer under fire, and instead moves the Blip across the corridor (C). Since
the Stealer blocks the Marines LOS, the Marine does not get an Overwatch shot at the Blip.

Overlapping Overwatch

If two or more Marines have Overwatch on the same space(s), they all fire at any Stealer
who takes an action in the space. Note that even if the first shot you roll kills the target,
you still must roll for the other Marines, as in reality they would fire simultaneously and
theres always a chance a Marines bolter will jam

Overwatch and Doors

It is not possible to shoot at an opening or closing door in Overwatch, because a Space


Marine in Overwatch is only allowed to fire at an enemy thats just taken an action. If a
Genestealer opens a door and is in LOS, the Marine must shoot if in Overwatch. But if a
Genestealer closes a door he can't shoot the Genestealer because the Overwatch shot comes
after the Genestealer has completed its action. Closing the door takes the Genestealer out of
the Space Marine's line of sight so it can't be shot.

Overwatch and 0-AP-Actions

A Stealer who is turning 90 doesn't need to pay APs for the action but is still performing
an action. If a Marine in Overwatch sees him, he must shoot at the Stealer.

Overwatch and Command Points

A Space Marine in Overwatch mode must fire at a target performing an action, he cannot
chose not to fire (but he can chose to go out of Overwatch after firing or before witnessing
an action). If the Space Marine player has command points left, the Marine in Overwatch
may use CPs after firing in Overwatch. He then automatically loses Overwatch.

He doesn't get sustained fire bonus from the precedent shot in Overwatch mode. The rules
show that the shot which permits the bonus for the next shot must also be in the same
mode that generally qualifies for the sustained fire bonus: standing still while firing with
APs. Firing in Overwatch mode generally doesn't qualify for sustained fire bonus, neither
for getting the bonus nor triggering it for subsequent shots.

Jams

A Marine in Overwatch is firing extremely quickly. Actually, hes firing faster than his bolter
is designed for and theres a chance his weapon will jam. If a Marine in Overwatch rolls
doubles when firing at a target, his bolter is jammed. (If the Marine rolls double 6, he kills
his target, but the bolter jams after the killing shot.) Flip the Overwatch fire counter to its
Jammed side.

37
Effects of Jams

A Marine with a jammed bolter loses his Overwatch. In addition, he may not fire his
weapon until he clears the jam.

Clearing Jammed Bolters

To clear his weapon, the Marine must pay 1 AP (you can use CPs to do this, following the
normal rules for expending CPs). The Marine may then fire as normal. If he wants to enter
Overwatch again he has to spend 2 additional
command points to place the Space Marine back
into Overwatch. Because these are separate actions,
a Genestealer could take 3 actions before the Space
Marine can shoot again.

Example of Jams

Both Marines are in Overwatch mode. The Stealer


moves forward a space (A); since this is in both
Marines' fire arc and LOS, and is within 12 squares
of them, both fire at the approaching alien. The first
Marines shot is 6 and 6- killing the Stealer, and
unfortunately, jamming his weapon as well. The
second Marines shot is 3 and 3 - his weapon is also
jammed! If there are any more Stealers down the
corridor, the Marines could be in for a bad day...

Move and Fire Bolters


The Marines can move and fire their bolters simultaneously, paying either one or two APs
to do so (depending upon the direction they are moving; see AP Chart). The move and fire
rule also applies to turning ninety degrees and firing (but not when turning 180 degrees).
The fire is handled exactly like standard fire combat, except that the Marines receive no
sustained fire bonus for firing whilst moving; any previous bonuses are lost.

For purposes of targeting, the fire takes place from the square the Marine moves to; if he
moves to a square where he cannot see the target or the target isnt in his fire arc, he
cannot fire at that target. A move and shoot action can be used to fire on a target that
wasn't in line of sight at the beginning of the action.

Examples of Move and Fire

A Marine pays 1 AP and executes a move forward and fire action. The fire misses, so the
Marine pays another AP and fires once more, this time, while standing still. Since the
Marines first fire was part of a move and fire action, he gets no sustained fire bonus: he still

38
needs a 6 to hit the Stealer. If he misses again and fires another shot without moving, he
would get the sustained fire bonus for firing twice in a row at
the same target without moving.

This Marines backwards move takes the Stealer out of his LOS;
therefore he cannot move and shoot at the monster.

FIRING WITH FLAMERS


Unlike storm bolters, which are fired at specific targets, Flamer Marines fire their flamers at
entire room or corridor sections, filling them with flame and possibly killing everything in
them.

You dont have to roll to see if the Flamer Marine hits his target; as long as one space of the
section is within the Marines fire arc, LOS,
and is within range (see below), the shot hits
automatically.

A Flamer Marine can target a square


containing a model; he cant target a square
containing a closed door.

Range
Flamers have a maximum range of 12
squares: at least one square of the target
section must be 12 or fewer squares from the
Flamer Marine, Count from the square in
front of the Marine to the target square.

Effects of Flamer Hits


Flamers effect entire map sections (except parts blocked by closed doors; see below). When
a flamer hits a section, place a Flame marker in the middle of the section, burning side up.
Roll a die for each model or Blip within that section; the piece is destroyed on a roll of 2 or
higher. A flamer hit in a section with a pitfall in it does not affect the section above or
below it.

In addition to killing lots of Stealers, flamer hits make the flaming sections impassable;
pieces cannot enter a section which has taken a flamer hit until after the Flame marker is
removed in the Endphase. Surviving pieces within the section can move about freely, but
no others may enter.

39
As the hit fills the entire section with smoke and flames. Marines may not trace LOS
through a square in a burning section. A Marine may trace a LOS to a target within but on
the edge of a burning section, as long as there are no burning squares between him and the
target.

Within an affected section, line of sight isn't completely blocked. No matter how many
section effect markers there are on a section, adjacent models can still shoot at each other
and deliver close assault attacks.

Gaming Note: A Flamer Marine may sometimes find it useful to fire at an empty map
section, to keep Stealers from entering it.

Flamers, Doors and other Objects


Flamers do not destroy or shoot through closed doors or bulkheads. Thus, if the only
square of a section a Flamer Marine can see contains a closed door, he cannot shoot at that
section.

Also, if a section which takes a flamer hit has any closed doors in it, the squares beyond the
closed doors are unaffected. If a piece foolishly opens a door into a burning corridor while
occupying a non-burning square in the same corridor, the flames immediately fill the newly-
revealed squares. The Marine player rolls to see whether the new victims are destroyed.

Pieces in different corridor sections may open or close doors leading to burning corridor
sections freely; however, they may never enter burning corridor sections.

Flamer hits usually destroy other special objects like C.A.T.s. The mission briefing text
usually states such rules regarding the object.

Example of Flamer Hits and Doors

The Marine fires his flamer at the adjacent corridor section. His shot threatens two Stealers,
but the fire cannot damage the Stealer behind the closed door The Marine player rolls a die
for each target, getting a 1 and 6, missing one Stealer and killing the other. The survivor
may move in the burning corridor freely; if the door in the corridor is opened, the flames fill
that section of the corridor and the Marine player rolls to see if the new victim is destroyed. If
not, it too may move around the corridor freely.

Multiple Flamer Hits


You can fire a flamer at a corridor section more than once during a turn (if, say, one or
more Stealers survive the first hit). Simply pay he APs, place the additional marker, and roll
to see if the Stealers survive.

40
Flamer Ammunition
A Flamer Marine can carry enough flamer juice for six shots which is why there are six
Flame counters for each flamer. When a Marine fires a flamer, make sure that you use the
correct Flame marker to mark the burning corridor: when he is out of Flamer markers, the
Marine is out of ammo and may not fire for the rest of the game.

Unfortunately, Flamer Marines do not carry backup weapons. Once theyve run out of
flamer juice, theyve got to use their bare hands

Flamer Reloads
In some missions the flamer marines carry an ammunition reload in a security compartment
on his Terminator Armour. A flamer Marine may carry a maximum of one reload additional
to the ammunition in his weapon.

It costs 4 APs to take a reload and reload the flamer. This reload action must be completed
as a single action, so all the APs must be spent at one go. Marines cannot partially reload,
perfom some other action and then complete reloading.

The points cost may, of course, be defrayed by expending command poins. Reload actions
can be performed during the enemy turn.

When you reload a flamer, the Genestealer player hands back the markers that have already
been used by it. Also, you should keep track of flamer ammunition and reloads on a piece
of scrap paper or a roster sheet.

Flamer Self-Destruction
A Flamer Marine may, at a cost of 1 AP, deliberately cause his flamer to self-destruct
violently, destroying all pieces and doors in the section. The Marine must have at least one
round of flamer ammunition left in order to self-destruct. After the Marine self-destructs,
remove all models and doors in the corridor section, and place a Flame marker as usual.
Bulkheads are removed on a 5 or better.

Note: This is the only way a Flamer Marine may flame the corridor section he is in and this
is the only way the Space Marine player may attack other Space Marines models.

Removing Flamer Markers


During the Endphase, the Stealer player removes all Flame markers on the board.

41
FIRING THE ASSAULT CANNON
Assault cannon can be fired in two modes: burst or full auto. The Marine player must
declate which type of fire is being used before he makes the attack.

Firing Bursts
Bursts are fired under the same circumstances, and for the same AP cost, as storm bolters.
On each burst from an assault cannon, roll three dice. The basic roll required on any one of
the dice is 5. Bursts receive a sustained fire bonus of +1 per turn in the same way as storm
bolters. At the fourth burst receiving sustained fire bonus, the Marine player must roll a 2+.

Firing on Full Auto


Assault cannons can be set to fire on full auto, releasing a deadly hail of fire in one
continuous burst. It costs 2 APs to do so. When firing on full auto, roll three dice for each
damageable target (Stealer, Marine or door) in the Marine's LOS and arc of fire; if any of the
dice score 4 or more, the target is destroyed. If the LOS to a target is blocked by a model or
a door, but the blocking object is destroyed by the assault cannon, then the newly revealed
target can be affected by this attack, and so on until a blocking object survives.

Assault Cannon Ammunition


Assault cannon ammunition is held in a slide-in magazine mounted at the rear of the
weapon. An assault cannon magazine carries five hundred rounds, enough for 10 bursts.

The Marine player must keep track of his anmunition on a piece of paper or on the roster
sheet. Once an assault cannon has fired all l0 bursts from one magazine, it may not be used
again until it has been reloaded.

If the assault cannon is fired on full auto it uses the equivalent of 5 bursts of ammunition.
An assault cannon cannot be fired on full auto if it has less then 5 bursts left.

Assault Cannon Reloads


The Assault Cannon Marine usually begins the game with one magazine of ammunition in
his weapon and one reload carried in a compartment built into the back of his Terminator
suit. In some missions, the Marine player may buy reloads from the force list (see
Additional Notes at the end of the document) or they may find a weapons cache and take
up new reloads. An assault cannon Marine may carry a maximum of three reloads, and one
in his weapon.

Each magazine contains enough ammunition for the Marine to fire the equivalent of another
10 bursts.

42
It's extremely difficult to reload an assault cannon on the battlefield. The Assault Cannon
Marine take up a reload and may do so at a cost of 4 APs which must be paid all at once.
He cannot partially reload an assault cannon and then complete the action later. The AP
cost can also be paid with CPs, of course. Thus, the weapon can be reloaded during the
Genestealers' turn.

The Assault Cannon Marine can reload his weapon at any time. He doesn't have to wait
until it is completely empty. However, any unused rounds which are unloaded are lost and
cannot be saved and used for future reloads.

Assault Cannon and Overwatch


An assault cannon can be put into Overwatch mode for the same AP cost as a storm bolter,
entitling the assault cannon to fire a burst (not full auto) at any eligible targets. As usual,
the Marine player must remember to keep track of any ammunition he uses. Assault
cannons cannot jam (they were built for rapid fire); however, they are subject to
catastsophic malfunction (see below).

Assault Cannon Malfunction


Although made of a special alloy, the weapon's barrels still reach temperatures of over 300
C. Because of their high rate of wear, assault cannon barrels are regarded as disposable and
are usually discarded after each battle. If an assault cannon is used to fire more than 10
bursts (or the equivalent on full auto), there's a chance the weapon will malfunction.
Violently.

If, while firing the assault cannon after having already fired the equivalent of 10 bursts,
therefore after having reloaded the assault cannon, if the Marine player then rolls a triple
all three dice come up the same number the assault cannon malfunctions. The Marine
firing the cannon is killed automatically, as other Marines, Genestealers and doors. A
bulkhead is removed on a 5 or better. The assault cannon can malfunction in Overwatch or
normal fire and when firing bursts or on full auto.

In some missions the autocannon begins reloaded and explodes on a triple right from the
beginning.

Assault Cannon and Bulkheads


A bulkhead can only be shot open by an assault cannon firing a burst at it (full auto fire has
no effect it's not focused enough). Roll three dice for the assault cannon as normal. The
bulkhead is destroyed if any of the dice come up with a 6.

43
FIRING THE CAPTAIN'S BUILT-IN GRENADE LAUNCHER
Each Captain is equipped with a special power glove or a grenade harness incorporating a
small, rapid-firing grenade launcher. Grenade launchers can fire a grenade at a cost of 1 AP
at any square in the Captain's LOS and arc of fire, up to a range of 8 squares.

They fire only plasma grenades, which affect an entire board section in much the same way
as a heavy flamer, except that the effect is instantaneous. The Marine player rolls one dice
for each model in the section with the target square. The scores required for a kill are listed
below.

Genestealer/Blip 4+
Door 5+
Terminator 6

A grenade that is shot onto a pitfall square falls through on a roll of 1-2, either exploding
on the level below or, if there isn't a lower level, exploding harmlessly in the ship's innards.

Grenade Launcher Ammunition


Grenade Launchers carry enough ammunition for 10 shots. The Marine player must keep
track of the number of grenades he fires on either a piece of scrap paper, a roster sheet or
with a grenade counter on the other ammunition track. Once a genade launcher has fired
10 shots it may not be used again for the duration of the mission.

44
CLOSE ASSAULT

Close assault is hand-to-hand combat between Stealer and Marine, Since the Stealers have
no weapons, this is the only way that they may damage the Space Marines, Despite the
Space Marinesfantastic Terminator armor and mighty power glove, the Stealers are faster
and stronger than their opponents. A Stealer is more than a match for a Marine in close
assault.

WHO MAY ENGAGE IN CLOSE ASSAULT


Any Space Marine or Genestealer may attack in close assault; Blips never close assault.
Marines with jammed bolters can close assault without penalty.

A piece can close assault if its target is in its front square. Pieces may not assault targets in
their front diagonal squares, side squares, or rear squares.

You never have to close assault. You can completely ignore a model in an adjacent square
if you wish and a Marine can fire at a Stealer in an adjacent square without penalty.

Close Assault Square

HOW TO CONDUCT CLOSE ASSAULTS


The attacker pays the APs; the target does not have to
pay any APs to defend against the assault. The attacker
and defender each roll one or more dice; the highest
individual dice-roll wins. The loser of a dose assault is
destroyed.

Stealers roll 3 dice in close assault and


pick the highest.
++l/t/w//St: 14/14/72 %_
If not stated otherwise Patriarchs roll 4 ++l/t/w//SP: 79/13/8 %_

dice in close assault, pick the highest and


add 3.

Marines, Flamer Marines and Assault


Cannon Marines roll 1 dice.

Lightning Claw Marines roll 2 dice, pick

45
the highest and add 2. Versus enemies
from the sides or rear the Marine rolls 1
dice and adds 2.

Marine Sergeants with Power Swords


roll one dice and may parry if their
opponent is in the square in the front: ++l/t/w//St: 20.5/23.5/56 %
++parries: 6.5/7.5/5.5 %_
After both sides roll, the Marine player ++l/t/w//SP: 75/16.5/8.5 %
can force the Genestealer player to reroll ++parries: 6.5/8.5/4 %_

one of the three dice he rolled. The new


roll stands even if better than the
original roll. Being Sergeants, they add
+1 to their roll. Captains also wield Power Swords. They even get a +2 to their roll.

Marines with Thunder Hammer and Storm Shield are similar to Marines with
Lightning Claws. They roll 1 die and add 2 for their equipment but they may parry an
attack from the front or left (see above).
Also if they are hit with ranged weapons from these sides, they may roll to deflect the
hit. Roll a dice for each hitting die. It is negated on a 5. This does also work against
template effect weapons. In this case the template effect is negated on all squares to
the sides of the marine and all squares behind those (facing the rear side of the
Marine.
Instead of rolling and when attacked from the front or sides, a Marine with Thunder
Hammer may also detonate his Hammer. The Marine 1player must decide before the
Marine rolling for the close assault. Outside of close combat it costs 1 AP. The
hammer selfdestructs with the same effect of an assault cannon malfunction or heavy
flamer detonation.

Close Assault Sergeants house rule: Sergeants with thunder hammer and storm shield
or lightning claws do not get an additional +1. Instead they win in case of a draw.

House rule: To differentiate and adjust the close assault Marines a little bit more, we
suggest the following house rule: A
Marine with Lightning Claws may
improve his result after the roll
with Command Points and/or
Action Points if the enemy is in his
front square. Each Point grants an
additional bonus of +1.

Space Marine Librarians roll 1


die and add 1. They also may
spend psi points to channel them
through their Force Axe against an
enemy to the front. For each psi

46
point he expends, the Librarian increases his roll by +1. This is in addition to his skill
bonus of +1. The Librarian must announce how many points he is expending before
any dice are rolled.

Examples of Close Assault

A Genestealer close assaults a Space Marine: the Stealer rolls 2, 3, and another 3; the Space
Marine rolls a 4. Since the Marines roll is higher than any of the Stealers rolls, the Marine
wins and the Stealer is destroyed.

A Stealer attacks a Marine Sergeant. The Stealers highest roll is a 6; luckily, the Sergeant
also rolls a 6.

Since he adds +1 to his roll, he wins.

Ties
If the assault rolls are tied, the combat has no effect. Marines in Overwatch must now fire at
the Stealer. If the defender is a Space Marine and he has left Command Points, he may then
use them to take an action now. He even gets sustained fire bonus, if he shot at the Stealer
before the close combat. Then, the attacker may, of course, initiate another round of close
assault, if he pays the AP cost.

Facing in Close Assault


If a piece is attacked from the side or rear, it cannot actually damage its attacker: all it can
hope to do is fend off the attacker until it has a chance to turn around and face him.

If a defender who is not facing his attacker loses the attack, he is removed as usual. If the
result is a tie or the defender wins the dice-roll, he may turn to face his attacker at no AP
cost.

Example of Effects of Facing in Close Assault

The Genestealer close assaults the Marine Sergeant


from the rear The Space Marine wins the combat, so
he turns to face his attacker. (Since the Marine wasn't
facing his attacker the Stealer is unharmed.) The
Genestealer pays another AP to attack again; this
time, if the Marine Sergeant wins, the Stealer is
destroyed.

47
BLIPS

In Space Hulk, the Marines are on unfamiliar territory, facing unknown odds. The assault
vessels deep radar has given them some idea of the layout of the space hulk, but it isnt
able to tell them how many Stealers are lurking within.

To combat this problem, Marines are equipped with Sensoriums, or life-detectors. When the
Marines are inside the hulk, the Sensoriums constantly scan the surrounding corridors of
the vessel for alien life-forms, showing concentrations of life as dots on a video display
(earning the Stealers the nickname 'Blips). The machines arent very precise. Swarms of
Stealers can be detected several hundred meters away. But the sensors are unable to tell
whether a life-form reading comes from one Stealer, or two or three moving close together.
Thus, until a Marine actually sees a Blip, he wont know exactly how many Stealers are
there.

Stealers are brought into play as Blips: counters that represent one, two, or three Stealers.

Usually the Stealer player uses the normal Blip set. An expanded Blip set is used for Blips
with varied outcomes, including up to six Stealers and Genestealer Hybrids. The Blip set is
printed at the end of the book. You can print it out for your use. Some missions state
special rules for the whole mission or for some turns including Blip setup or Blip
reinforcements.

The Stealer player moves these counters around the map, facedown, until he wishes to
convert them to models, or until a Marine gains an LOS to the Blip.

When Activated, a Blip counter has 6 APs, just like a Stealer, However, Blip counters
expend their APs only on movement and opening and closing doors: they can never attack.

ORIGINAL BLIP SET


If you want to play Missions from Space Hulk 1st edition, take out one Blip with 1
Genestealer from your 3rd edition Blip set and lay it aside. This way you get the original
Blip set.

BLIP MOVEMENT
Blips move in much the same fashion as other pieces, except that:

Blips have no facing. They move in any direction at a cost of 1 AP; they never turn.

Blips cannot move into a Marines sight: if you accidentally move a Blip into a Marines
LOS, the Marine player points this out, and you must return the Blip to the last square in

48
which it was out of the Marines LOS. That Blips move immediately ends: it may not do
anything for the rest of the current Phase.

Blips cannot move next to a Marine, even if the Marine is facing another direction and
has no LOS to the Blip.

EXAMINING BLIPS
The Stealer player is free to examine his Blips that is, pick them up and see how many
Stealers they represent at any time. The Marine player cannot examine Blip counters until
they are to be converted.

BLIP CONVERSION
There are two ways in which a Blip converts into Stealers: voluntary conversion when the
Stealer player converts the Blip - and involuntary conversion when the Marine player
converts the Blip.

Voluntary Conversion
The Stealer player can convert a Blip counter into Stealers only during his Action Phase, He
converts the Blip instead of Activating the Blip; if the Blip has performed any action that
Action Phase, he may not convert it.

Newly-converted Stealers can be Activated as normal during that Action Phase; each has its
full complement of 6 APs.

If you are playing with a Stealer Patriarch in the Stealer force, unless you use the expanded
Blip list from the end of this book, a 2-Blip can be converted to the Patriarch.

Involuntary Conversion
Marines cause involuntary conversion when they gain LOS to a Blip. In involuntary
conversion, the Marine player converts the Blip to Stealers, not the Stealer player.

If a Marine gains a LOS to a Blip during the Stealer players turn (if for instance, he uses
CPs to blow away a model which was blocking LOS), this is involuntary conversion and the
Marine converts the Blip. If the Blip has not yet been activated that Phase; then all of the
newly-placed Stealer models can be activated as normal. If the Blip has already been
activated, than the Stealers cannot be activated. Remember that a Blip cannot move into a
Marines LOS; however, the Stealer player can move a Stealer which was blocking a
Marines LOS, allowing the Marine to gain LOS to the Blip. This would be involuntary
conversion and the Marine player would place the Stealers.

49
How to Convert
Turn the Blip counter over to reveal the number of Stealers it represents. Remove the
counter from play and place the appropriate number of Stealers on the map. Place the
Stealers so that one Stealer occupies the square where the Blip stood, and any remaining
Stealers are placed in empty squares adjacent to that model.

In voluntary conversion, the Stealer player cannot place his Stealers in a Marines LOS; in
involuntary conversion, the Marine player can place the Stealers in or out of LOS as he
wishes. As placement doesn't count as action, Marines in Overwatch cannot shoot at
Stealers which are placed in their LOS this way.

If there arent enough available squares to place all of the Stealers, the excess Stealers are
lost.

After the Stealers are placed on the map, the Stealer player gives the Stealers any facing he
wishes, even if it was involuntary conversion and the Marine player placed the Stealers.

Blip Conversion Diagram

If the Blip marker is converted, one model must be placed in the


square where the Blip counter stood, the others may be placed in
any of the shaded squares.

Example of Blip Conversion

The Marine has just opened the door, gaining LOS to the Blip counter behind it, which is a 3
counter. Since this is involuntary conversion,
the Marine player places the Stealers - not
that it makes much difference in this
particular place. He places one Stealer in the
space where the Blip counter stood, and
another in the only empty adjacent space
remaining-the doorway Since theres no room
for It, the third Stealer Is lost. The Stealer
player then faces the Stealers towards the
Marine. (Note that as the newly-placed St
ealers block LOS, the Blip counter down the
hallway is not converted.)

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Example of Blip Conversion

The Stealer runs towards the Marine, who is in


Overwatch mode. The Marine player rolls a 6 and
a 2; the Stealer is destroyed. The Marine now has
an LOS to the Blip; it is revealed to be a 2 Stealer
Blip. The Marine player places the model, and the
Stealer player faces them as he wishes. (If the Blip
in front moves, the Marine gets an Overwatch
attack against it.)

FLAMER HITS ON BLIPS


Like Stealers, Blip counters in corridor or room
sections hit by flamers are destroyed on a roll of
2+. The Marine player rolls only once for the
Blip counter, even if it represents two or more
Stealers.

RUNNING OUT OF STEALERS


In the unlikely event that there are a lot of Stealers on the map and not enough left to
convert a Blip, all excess Stealers are lost. However, killed Stealers can be immediately
recycled back into play: if you had only three models available, you could convert a Blip
into the three models, rush them forward and get them all killed, use those same models to
convert another Blip, rush them forward and get them all killed, etc. etc.

BLIP ENTRY AREAS


Blips enter play at entry areas: off-map areas right next to corridors leading off the edge of
the map. If you have a map with sealable Entry Areas or with corridors leading off the map
which are not entry areas use the Genestealer entry area counters to mark the (active) entry
areas. During the Stealer Reinforcement Phase, take your reinforcing Blips from the box top
at random, look at them, and then place them at one or more Stealer entry areas. You can
have up to three Blips in the same entry area at any one time; you must place additional
Blips at other areas. Some missions may require the Stealer player to place at most one Blip
per entry area. Others may force him to place at least, at most or exactly one Blip on every
entry area, if possible, or at a special entry area. A Blip pays 1 AP to move from an entry
area to the adjacent corridor square.

Place the Blips so that it is obvious which entry area they are in; that is, place them right
next to the corridor leading off of the map. If theres ever any question as to which entry

51
area the Blips occupy, because, for instance, they are equally close to two or more corridors
leading off of the map, roll dice to see which they are in.

Once at an entry area, Blips may not move to different entry areas: they must either move
onto the map, or lurk where they are.

Lurking
Blips or Stealers in entry areas cannot be attacked by
the Marines. Entry areas may not be shot at by flamers
(though the corridor section leading to the entry area
can be fired at as normal). Blips in entry areas do not
have to enter the map when they arrive; they may lurk
off-board, completely safe from harm, for as long as the
Stealer player wishes. LOS does not extend into entry
areas; thus, Blips there are never subject to involuntary
conversion.

Mandatory Lurking
If a Space Marine is six or fewer squares away from the square next to the entry area,
Stealers or Blips cannot enter the map on the turn they are placed: they must lurk for at
least one turn. On the next turn, however, they may enter as normal. Count by the shortest
possible route, ignoring facing, doors, flames, intervening models or Blips.

If a Blip or Stealer was already lurking in the entry area when the Marine moved to within
six spaces, it can enter play immediately. It does not have to lurk an additional turn
because the Marine showed up - hell just have to take his chances.

Important: Blips are never forced to lurk for more than one turn! They can always move on
the second and subsequent turns (though they dont have to move if they dont want to).

52
Stealers in Entry Areas
The Stealer player can convert Blips to Stealer models in entry areas. The Stealer models
may also lurk, and must do so if their Blip arrived this turn and a Space Marine is six or
fewer squares away. A maximum of three Stealer models may lurk at any one entry area, in
addition to the three Blips.

If a Marine occupies the square directly adjacent to the entry area, Stealers who are not
forced to lurk can attack him from the entry area in close assault combat, at the standard
AP cost.

Moving Off-Board
Once entered onto the map, Stealers or Blips may not move off board.

Example of Mandatory Lurking

The three Blips were brought info play this turn; since the Flamer Marine is six spaces away
from the square leading to the entry area, the Blips cannot move onto the map this turn.

Examples of Stealers in Entry Areas

The Marine moved adjacent to the entry area last turn. During his Deployment Phase, the
Stealer player placed a Blip at the entry area; since the Marine was well within six squares
from the space (zero squares away, to be precise), the Blip was forced to lurk. This turn, the
Marine somewhat unwisely stayed where it was. The Blip was free to lurk or not, as the
Stealer player pleased.

This turn, the Stealer player converts the Blip, which is a 3 Stealers Blip. Stealer A attacks the
Marine, losing miserably Stealer B then attacks, tying the first round of close assault combat,
but winning the second. Chittering in triumph, it uses its remaining 4 APs to move four
squares as shown. The Stealer player then activates Stealer C.

Since it has not been engaged in the battle, it has its full 6 APs; it gingerly steps over the
smoldering pile of wet metal and moves six squares.

SECURING ENTRY AREAS


The mission briefing will tell you if Stealer entry areas can be secured (i.e. made safe). Entry
areas may only be secured if the briefing specifically tells you that it can be done.

Being able to secure entry areas means that they do not lead to limbo-like spaces inhabited
by hordes of Genestealers. In reality, they lead to things like major access corridors that a
Marine can secure in such a way as to deny their use to the Stealers (by locking blast doors,
or activating strong power fields for example).

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An entry area is secured when a Marine enters a square next to the first square a
Genestealer would enter if it were to use that entry area. There is no AP cost to secure an
area, but the Marine must be able to see the area to be able to secure it. Note that this
means that objects (including Stealers) that block the Marine's LOS to an area must be
removed for that Marine to be able to secure that area. Represent secured entry areas by
placing a Space Marine Controlled Area counter on the appropriate square or a closed door
off-board.

Secured areas may not be used by the Stealer player to enter reinforcements. In addition,
any Blips or Genestealers that are lurking offboard next to that area are lost and removed
from play. Stealers removed in this way do not count towards the Marine player's victory
conditions. A secured entry area remains so for the rest of the game, even if the Marine
who secured it moves away. In some missions securing entry areas reduce the amount of
Blip reinforcements, especially when the Stealer player receives one reinforcement Blip at
each entry area.

SOLO RULES
These rules can be used to play any of published Space Hulk scenarios solitaire. Simply pick
out a mission, setup the board and place the Marines normally. You play the Marines and
do not have to use the timer. You win by fulfiling the Marine's victory conditions. The
Stealers are controlled by the following rules.

You can also combine the Solo Rules with the official mission generator rules of the
Deathwing Expansion or with the rules for Traitor Space Marines Mission Generator
Scenarios and Campaigns from the 1993 Space Hulk Campaigns book.

Genestealer Forces
The Stealers begin the game with the same number of Blips, and receive reinforcements as
normal.

Placing Blips

Draw the Blips at random from the Blip cup. Place one Blip at each entry area starting with
the entry area nearest to a Marine, then the second nearest and so on until all of the Blips
have been placed. In case of a tie, you choose which one of the closest, empty entry areas
the Blip is to be placed at.

Blips are never forced to lurk in an entry area and can enter play even if a Marine is within
6 squares. They may not, however, be placed on entry areas that have been secured. If
there are more Blips than entry areas, excess Blips are lost.

All Blips are then turned face up and replaced with the appropriate number if Genestealer
models in the same order in which the Blips were places. If you don't have enough models,

54
the excess Genestealers are lost, but they do not count as casualties for victory conditions.
Return the Blips to their cup after you have replaced them with models.

Example of Placing Blips

The mission briefing gives the Genestealers 3 Blips per turn. The entry area to the top of the
map section is five squares away from the Marine. The first Blip is placed there (A). The
other two entry areas are both six squares away. The remaining two Blips can be placed at
these entry area in any order (B). If Stealers had only had two Blips per turn, you would
choose which entry, area to place the second Blip at.

Genestealer Movement
Genestealers are moved after any reinforcements have been placed one at a time,
starting with the one closest to a Marine. In case of a tie, you decide which of the nearest,
unmoved Genestealers goes first.

Genestealers always move by the shortest possible route towards the closest Marine, until
they are in an adjacent square. They will then stop and attack the Marine.

However, a Genestealer will not enter a Marine's LOS at any point in its move unless it will
be able to make at least one attack that turn. lf the Stealer cannot do so, it will move as
close as possible to a Marine, without revealing itself, and then stop moving. The only
exception to this is when a Marine has LOS to a Stealer at the start of its turn, or to a
reinforcement Stealer's entry square. In either of these cases, the Stealer must move towards
the nearest Marine, even if it is not able to attack him.

55
Example of Genestealer Movement

Tle Stealers to the bottom and side of the diagram are


6 squares away from the Marine. The other is only 5
squares away, and so moves first. Since it can attack
the Marine this turn, it does so (A). The Marine is not
on Overwatch and cannot fire. The close assault is a
draw.

The other Stealers can both move now. The one on


the side must move towards the Marine, as it was in
his LOS at the beginning of the turn (B). The last
Stealer was not in the Marine's LOS and cannot
attack him this turn. So it moves as close to him as
possible without entering his LOS (C).

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DOORS

The space hulk is littered with iris-style airlock doors. The doors most important game-
function is that they block LOS and the effects of flamer hits; Stealers are often found
skulking behind closed doors, awaiting the right moment to open them up and spring out
on unwary Marines.

DOOR COUNTERS
The doors in the space hulk are represented by door counters (in door bases).

Each Mission tells where to set up doors and other objects. When the door is closed, place
it in the middle of the square. When it is opened, place it to one side of the square it
occupies when closed. If the door is destroyed, remove the counter altogether.

OPENING AND CLOSING DOORS


A piece may open or close a door if the door is in one of its three front squares. A Blip may
open or close a door if it is adjacent to the door, including diagonally adjacent (any of the 8
squares around them). The piece simply expends the appropriate APs (the Stealer or Marine
presses the button) and the counter is moved.

A Door cannot be closed if a model or Blip is in its way.

Some missions may contain door control panels which can be used to operate doors. If
destroyed they maybe lock all doors in the current state. You then must attack and destroy
them to pass. Some missions may also begin with such closed and locked doors. The
mission description states these rules in detail.

Open Doors
Squares which contain open doors are treated exactly as normal empty squares.

Closed Doors
Pieces may never enter squares that contain closed doors. In addition, LOS does not pass
through squares with closed doors.

Closed doors contain the effects of flamer shots.

57
FIRING AT CLOSED DOORS
A Marine can fire his storm bolter at a closed door in an attempt to destroy it. This is
handled exactly like standard fire: that is, a 6 is needed to destroy the door, and the Marine
receives the bonus for Sustained fire. Overwatch fire is never used against doors. A Marine
cannot fire at an open door.

Flamer shots have no effect on closed doors (but self destructing Flamers will destroy all
open or closed doors in that corridor section).

CLOSE ASSAULT ON DOORS


Both Genestealers and Marines may make close assault attacks against closed doors; each
side needs to roll a 6 to be successful. The Marines roll one die as usual (the Sergeants
close assault bonus of +1 does count); the Genestealers roll three and count the highest roll.

Chain Fists
It costs 1 AP to cut through a door with a chain fist. The door must be in the Marines front
square.

58
ADVANCED SPACE HULK RULES

SPECIAL MISSION FEATURES

These are all special rules from all missions of the modern (2014) Space Hulk set. We also
listed all rules which are used in the standard campaign and other official 1E missions
which are playable with the components of modern Space Hulk. Also there are some house
rules which emulate important rules from the Deathwing Extension.

OBJECTS AND RELOADS


Sometimes Marines have to accomplish missions involving special mobile or immobile
objects, i.e. artefacts, control panels and so on. The mission briefing usually states the rules
regarding objects but there are some general rules and guidelines:

Sometimes Marines may operate these objects. Usually they have to spend an amount of
APs in one Action to complete an operation. Sometimes they may accumulate spent APs for
a longer task, e.g. operating a console to retrieve information. In this case there can be
minimum amounts of APs spent for achieving a draw or for winning the mission. In some
cases one Marine must accumulate these APs and must not be interrupted, in other cases
many Marines may participate, but often only one Marine per turn. A Jinx psychic power
may reset the whole AP count.

There are three important kinds of objects:

Marines can take and pass some objects when the mission briefing says so. These are
considered as light objects. Usually it costs 1 AP for the one passing the object or the one
taking it. Normally, you can't pass weapons or grenades, for example. Marines can pass
objects to any of the 8 squares around them. It doesn't matter which way the Space Marine
passing the object or the Space Marine receiving it are facing. The only restriction on this is
that you can't pass something across a blocked diagonal.

Stealer forces usually can't interact with objects (except of doors). Stationary objects and
machinery are sometimes attackable by Stealer and Stealer forces. Some missions allow
them to be attacked by Stealers only after the Marines have begun operating them. In other
cases the Stealer force then recognise the thread and the Stealer player starts getting
additional reinforcement Blips.

The mission description states whether Stealers just have to get in contact with a special
object for the Marine player to lose the mission or if any player has to attack and destroyed
an object, usually under the same requirements as with attacking and destroying a Stealer

59
or a door. Fragile objects like control panels may be destroyed on a roll of 5 in close assault
or ranged attack (treat them like a door and subtract 1 from the needed value if you use
other weapons) and are automatically destroyed by flamers (like the control room in suicide
mission, but otherwise flames can't destroy doors with their usual shots (but with self-
destruction)). More robust objects like cryogenic tanks could have special rules, e.g. they
are destroyed on a roll of 7 in close combat and they leave behind rubble.

There are also heavy objects, which are still moveable. They are cumbersome but do not
block LOS or movement. A Marine carrying such an object, like a toxin canister, can never
move more than 4 squares per turn he can't use command points to move faster. He also
cannot use his weapon while carrying a large object. The object may however be put down
for 1 AP and taken up for 2 APs. A Marine carrying a large object can't defend himself in
close assault. Marines with lightning claws may not carry large objects.

If a door is closed on a square containing a moveable object itself, like a C.A.T., roll a dice
to see which adjacent square it is moved into.

Genestealers and Marines may usually not close assault worn objects directly but Stealers
can often damage an object by attacking a Marine holding it, the mission briefing usually
states such rules.

The last category are reloads. Reloads are not carried in hands, for security reasons they
are stored in compartments in the Terminator Armour. As Terminator Armour is not
designed to hold ammunition for weapons other than those it has, only flamer Marines can
store flamer reloads, and only Assault Cannon Marines can store assault cannon reloads. A
Marine can store one flamer or three assault cannon reloads at most.

A stored reload does not count as an object, marine with reloads can carry e.g. a C.A.T..

It costs 4 APs to take up a reload and store it, or take up and use it in his weapon. Such a
reload must be located in the Marine's armour ammunition store or in one of his three front
fields, in the store of a friendly Marine or in a weapons cache.

MULTI-LEVEL GAMES
Space crafts are often multi-leveled. The rules below can be used to design and play
missions of your own which cover more levels than the traditional single-leveled game.

Ladders and Pitfalls


A ladder counter represents a series of connected rungs located to one side of a corridor or
towards the nearest wall of a room, leading down from one level to rhe next. The lower
ladder up counter shows where the upper ladder down counter leads to. Ladders can be
used from either level (ie from both the ladder up and the ladder down squares). They
don't block movement or LOS. Ladders can be attacked in the same way as doors, but are
immune to storm bolter or assault cannon fire.

60
All pieces can enter ladder hole spaces without risk of falling. Marines, Stealers, Patriarchs
and Blips climb up or down laddets at a cost of 2 APs. The player may give the climbing or
descending pieces any facing in the new space.

Jumping into a Ladder hole

Pieces can jump down ladder holes if the player announces that he is doing so as the
model enters the space. If a model decides to jump into the hole after entering the space,
he pays 1 AP to do so. The Stealer player gives the jumping or climbing Stealer any facing
he wishes.

If the Space is empty

The Marine player rolls a dice. On a 1-4, the Marine lands badly and falls prone. Place him
face-down in the space. On a 5-6, he lands upright facing any way he wishes.

If the Space is another Ladder hole

A Marine who falls through a ladder hole crashes to the floor of the next level. He doesn't
fall further unless he lands on another ladder square, which he then automatically falls into.

If the Space is Occupied by a Stealer

The Stealer player rolls a dice. On a 3-6, the Stealer scuttles out of the way (the Stealer
player moves it into any empty adjacent squale, keeping the same facing) and the Marine
follows the rules above for falling into an empty square. If there are no empty spaces to
which the Stealer can retreat, it is killed automatically. Or a 1 or 2, the Stealer is killed and
the falling Marine is prone in that space.

If the Space is Occupied by another Marines

The Marine player rolls a dice. On a roll of l-3, the Marine below is killed and the falling
Marine is prone in that space. On a roll of 4-6, the Marine below is knocked prone, and the
Stealer player places the falling Marine in any empty adjacent space, also prone. If none of
the adjacent squares are empty, the Marine below is killed automatically.

Effects of Being Prone

It costs 2 APs for a prone Marine to get up; the Marine player faces the model as he
chooses.

A prone Marine has no LOS. He cannot move, fire, or initiare close assault combat until he
gets up. If a prone Marine is attacked in close assault he subtracts 1 from his combat dice

61
roll. In addition, he follows all the rules for not facing his attacker (ie he cannot harm the
Stealer, but if he wins or ties the roll, he can get up and face his attacker).

If a Stealer ever falls prone (i.e. through psychic effects) it costs no APs for it to stand up.

Attacking Ladders resulting in Pitfalls

Ladders can be attacked in the same way as doors, but are immune to storm bolter or
assault cannon fire. If a ladder is destroyed, flip the counter and treat it as a pitfall. Pitfalls
do not block LOS. Marines cannot climb up though a pitfall, as his Terminator armour is too
bulky.

When a Marine moves into a pitfall square, the Marine player rolls a D6. On a 1, the Marine
tumbles to the space directly below. Follow the rules of Jumping into a Ladder Hole.

Stealers and Blips can enter and pass through pitfall squares without risk of falling. They
can climb up trough a pitfall at a cost of 3 APs, unless it is a Marine pitfall entry area. The
Stealer player gives the climbing Stealer any facing he wishes.

Pieces can jump down Pitfalls, following the rules of Ladders.

Combat between Levels


Close Assault

Marines cannot initiate close assault between adjacent levels. Although a Stealer can. lts
target must be in the space directly above or below it. When attacked through a ladder
hole, a Marine cannot harm his attacker. If he wins or ties the first round of combat, he can
retreat to any empty front or rear square without AP cost, keeping his original facing.

Blip Conversion

When converting a BIip in or below a ladder space, Stealers can be placed in the space
directly above or below.

Weapon Fire

Storm bolters, flamers and assault cannons can be fired up or down through a ladder space.
Overwatch fire also occurs through ladders. Flamer shots affect only the sector they are
targeted at, not the sector above or below. Grenades can be fired down a ladder hole
within range and in his LOS and arc of fire. A grenade fired onto a square in which there is
a ladder hole falls through to the squae below on a 1 or 2 on a D6.

62
LOS and Fire Arcs

Models can trace LOS through ladders holes if they occupy or are adjacent to them. The
view is limited: at best the Marine can see the square directly above or below and possibly
some adjacent spaces. A model occupying the upper level of a ladder space blocks LOS
through the hole. A model below the ladder hole does not block LOS.

Line of Sight Diagrams

The following
diagrams show LOS
a n d fi r e a r c s
through ladder
holes and pitfalls.

Note: LOS and fire


arcs up through a
ladder hole are the
same as down.
(For example, a
Marine below and
diagonally adjacent
to a ladder hole
has LOS and fire
arc to the ladder
hole space and the
space diagonally
opposite to him.)

AIR DUCTS
Often networks of air ducts run just below ceiling level in the corridors and rooms. Some of
the air ducts are large enough to allow Genestealers to move through. If you have no air
duct tiles, simply use normal sections and lay them loosely over the normal corridor
sections or place Genestealer Entry Area arrow counters for each airduct square. Air ducts
are treated like corridors with the following exceptions:

Genestealers
X
Genestealers or Blips may enter an air duct from the square
directly in front of the air duct at a cost of 2 APs.

Genestealers or Blips may move from the end of an air duct

63
into the square directly in front of the air duct at a cost of 1 AP.

Air Duct Entry/Exit Square

The highlighted square shows where a Genestealer can enter and leave an air duct.

When converting a Blip in an air duct, you may only place Genestealer models in the air
duct. Models which cannot be placed in the air duct itself are lost. The opposite is also true.
Blips in a corridor or room cannot convert into an air duct.

Space Marines
The air ducts are too high to allow Space Marines entry and although the Space Marines
can see the opening of the air duct they have no line of sight into the air ducts themselves.
This means that the Space Marines cannot fire at Genestealers inside air ducts, and Blips are
not forced to convert.

The only exception to this rule is that a heavy flamer may be fired at an air duct. This
may only be done by a Space Marine directly in line with the opening and with no models
in between. The flamer may only target the first square and it is treated as a section of its
own.

Close Assault from Air Ducts


If a Terminator is standing in an exit square it may be attacked in close assault by a
Genestealer inside the air duct. The resulting combat cannot be a draw, if the result would
be a draw the Genestealer wins and the Space Marine is removed. In any case, the winning
model is left in the exit square. Note that a Terminator on Overwatch in an exit square does
not fire at a Genestealer attacking from an air duct as he has no warning before the
Genestealer strikes.

AMBUSH BLIP COUNTERS


Ambush counters are used by the Genestealer player to represent two things: Stealers who
have remained hidden while the Marines have passed them by, and things that are picked
up by the Marhes' movement sensors that might be Stealers. Ambush counters can only be
used if both players agree upon it before the game starts. If you have no ambush counters,
stack two Blips from the discard pile above each other to represent an ambush counter.

The Stealer player can take an ambush counter instead of one of his reinforcement Blips for
the turn. He may never use more than one ambush counter per turn and must place it at
the end of his turn. It can be placed in any empty square on the board as long as the
square is at least six squares away from the nearest Marine, and not in a Marine's LOS. In

64
addition, the Stealer player is never allowed to have more than two ambush counters in
play at any time.

Ambush counters have 6 APs, and move in the same way as Blips. An unconverted ambush
counter can enter the LOS of a Marine, in which case, the Genestealer player must
immediately roll an ambush result. On a 5-6 the ambush counter is a stealer. Ambush
counters can only be converted when they enter a Marine's LOS or a square that is adjacent
to a Marine (even if no Marine is able to see them).

If an ambuh counter result is revealed to be a Genestealer, replace the ambush counter with
a Genestealer model. It may carry on moving, using any APs that were not used prior to its
conversion. If the ambush result counter turns out to be anything else, the ambush counter
is removed from play immediarely unless it is in the LOS and arc of fire of any Marine(s) on
Overwatch.

A Marine on Overwatch will fire at an ambush counter within his LOS and arc of fire, even
if it is something other than a Genestealer. Attacks on revealed Genestealers are handled
normally. Those on anything else must be rolled for anyway, as the Marine's gun will jam if
he rolls a double. The fired-upon ambush counter is then removed from play.

Some missions may use ambush counters for other models, like teleporting Hybrid psykers
or Lictors.

Placing Ambush Counters with Solo-Rules

If a mission allows the use of ambush counters, but does not specifically state when they
should be deployed, use the following rules. If the mission tells you when to use anbush
counters, follow the rules below for placement, but don't roll to determine placement turns.

Before your fist turn, roll a D6. Draw an ambush result counter at the beginning of that
turn. For example, if you roll a 5, draw an ambush result counter on turn 5.

Any time you draw an ambush result counter, it counts against the number of reinforcement
Blips the Stealers get that turn. For instance, if the Stealers would normally get two Blips
erch turn, on the turn you use an ambush counter, the Stealers only get one Blip in addition
to that counter.

After drawing the counter, look at it. If it is a Stealer, place a Genestealer model exactly 6
squares away from a Marine (counting by the shortest route), in a square that is not in the
LOS of any Marine. If no squares apply, the Stealer is lost.

If the counter was anything other than a Genestealer, subtract -1 from the number of
command points you receive next turn (down to a minimum of zero) to represent the
momentary confusion caused by whatever was on the counter. Return the counter to its cup
after you have looked at it, in either case.

Then, roll a D6. You must draw another ambush result counter on the corresponding turn
following. For example, if you roll a 3, draw a counter on the third turn following.

65
ANOMALY BLIPS HOUSE RULE
Anomaly Blips are a house-rule which emulate additional 4-, 5- and 6-Blips from the
Genestealer expansion (1990), special Blips which were distinguishable from the original
1E Blip set and Zero-Blips from 2E. With this house rule and the 6 Hybrid Blip counters from
the Genestealer Hybrid house rule the mean value of Stealers and Hybrids per Blip stays
nearly the same as with the original Expanded Blip Set that came with the Genestealer
expansion (with both sets it is in average 1.97 Stealer + 0.27 Hybrids per Blip).

At the placement of a reinforcement Blip before looking at the Blip value, a Stealer player
may roll a dice to see if he can place an anomaly Blip. If the roll is a six or below the
number of remaining Blips in the stack, he may place the counter.

There are two kinds of anomaly Blips, the mission states which one to use. The first gives a
flat +3 bonus to the amount of Stealers and are then discarded. As the Blip stack is
reshuffled used up Anomaly counters go to the reserve again. There are 4 anomaly counters
per Blip stack in reserve. An anomaly counter may never be used with an ambush Blip. If
you have no anomaly counters, stack two Blips from the discard pile face up under the
anomaly Blip.

The second kind double or nullify the Blip. Mark 2 of the counters beforehand or roll the
outcome upon conversion: 1-3 zero Blips, 4-6 double Blips. With this rule the mean value
of Stealers per Blips remains the same.

If you play with Hybrid Blips (as detailed in the Hybrid force section later) and apply an
anomaly counter to one of these, ignore the anomaly counter upon conversion and take it
back to your reserve.

In any case you can only use two anomaly Blip counters per Blip stack.

ARTEFACT
The chalice artefact may be used with the house rules for Inquisitors from the Additional
Space Marines Options in the chapter for Deathwath: Overkill and Additional Forces.

AUTO-FIRE SQUARES (LASER TURRETS)


If you have no Auto-Fire counters use Overwatch counters instead. Usually one player,
mostly the Marine player, may set up the auto-fire locations. Sometimes they may be
restricted to squares which are not in rooms, junctions or at turns.

They may start activated or must be activated at a control panel, usually costing 1 AP. In
such case, the destruction of the control panel deativates the turrets. A jinxed control panel
usually has no effects.

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Once activated, every model passing over the counter is fired on by the auto-fire turrets. Hit
rolls are as storm bolter (6 for a Stealer or Marine), but roll only one die.

The auto-fire square counts as Marine player's LOS for purposes of converting a Blip.

Auto-fire weapons are set into the ceiling and cannot be destroyed, not even by the vortex
psychic power. A jinx might temporarily stop them from working.

BOARDING TORPEDOS
When you play with a boarding torpedo and the mission doesn't state rules you have to
agree on a side of the map where the torpedos reaches the space hulk. You can also
determine this randomly with a die roll. If there is a mission objective located near one or
multiple sides spare them out from the roll.

Then divide the sections in a number of boarding torpedo arrival sections which may be
mapped on a die result of 1-5 and mark them on the mission map or . Each boarding
torpedo arrival sections may include multiple board sections optimally of the same number.

The first boarding torpedo usually reaches in the first round before the command phase,
the second in the following round. The Marine player must roll a die, and must place the
boarding torpedo section so that it is connected to the board section that corresponds to the
result of the die roll. On a roll of 6, the Marine player can choose freely from any of the five
marked boarding torpedo arrival sections.

Place the boarding torpedo section so that the front end is touching the edge of the board
section corresponding to the die roll, and use a boarding torpedo ramp to show exactly
which of the squares in the section the boarding torpedo is connected to. The two boarding
torpedos cannot be placed to overlap; if it is impossible to place the second torpedo
because of this, roll again to see which section is used, until you roll a section where it is
possible to place the second torpedo.

Once the boarding torpedo is connected to the ship, the boarding torpedo and its ram are
treated in all ways as a single six square long corridor that is part of the space hulk.

BULKHEADS
Bulkheads are doors which cannot be opened and must be broken through in close assault
or with special equipment. It costs double the amount of APs to cut through a bulkhead
with a chain fist: 2 APs.

A bulkhead can only be shot open by an assault cannon firing a burst at it (full auto fire has
no effect - it's not focused enough). Roll three dice for the assault cannon as normal. The
bulkhead is destroyed if any of the dice come up with a 6. A bulkhead can be blown down
by a self-destructing flamer or thunder hammer or a malfunctioning assault cannon. In any

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of these cases, the bulkhead is destroyed on a roll of 5 or better. Bulkheads are not affected
by grenades or flamer fire (but by Melta Bombs on a 2).

If you have no Bulkhead marker, simply use door markers, but put the wide edge into the
base. Some missions use open bulkheads, which can be closed.

BURROWING STEALERS HOUSE RULE


This is a variant of the Ambush Counters rule. There are two models
of Burrowing Stealers in 3rd and 4th edition Space Hulk. Instead of an
Ambush Blip the Stealer player may place a Burrowing Stealer. It can't
move, but turn and it may attack with 2 dice in the front square. Each
round a Burrowing Stealer must roll if it gets free. Roll a dice, on a 6
the Stealer gets free. Replace the model with a normal Genestealer
model.

C.A.T.S
C.A.T.s are radiation-shielded autonomous Cyber-Altered Task (recon) Units. The C.A.T.
counter is assumed to take up no space in the square: a square with the C.A.T. in it may be
moved into or through as normal. In addition, the C.A.T. does not block LOS.

A Space Marine may carry the C.A.T. with no penalty, it is considered as a light object.

Campaigns

If you are playing as part of a campaign, you can only use as many C.A.T.s as you managed
to get through in the mission before.

Erratic C.A.T. movement

In some missions the C.A.T. enters play randomly. In this case the mission has three C.A.T.
entry areas. At the start of turn 2 roll a dice to see where the first C.A.T. enters play and
place the C.A.T. counter on the end square of that board section. At the start of turn 3 roll
for the second C.A.T. and so on. The mission states how many C.A.T.s are available.

Fragile object

A C.A.T. may get damaged when passed around or if the marine gets into close assault. A
further result of damaged (or destroyed) means that the C.A.T. is destroyed.

Any time a Marine attempts to pick up, take, or pass the C.A.T., the Space Marine player
rolls a dice: on a score of 1, he has damaged the C.A:T.; on a score of 2, he misses or drops

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the C.A.T. which may then wander around on its own; on a score of 3-6, he has
successfully picked up/passed the C.A.T.

A Marine may chose to drop the C.A.T. for one AP.

ln addition, whenever a Space Marine who is carrying the C.A.T. is involved in close assault
combat the C.A.T. may be damaged. If the Marine wins or ties the combat, roll as described
above. If the Marine loses the combat, roll a dice: l, the C.A.T. is destroyed; 2-3, the C.A.T.
is damaged: 4-6, the C.A.T. is unharmed and will wander if not picked up.

Moving the C.A.T. on its own

When the C.A.T. is not being carried by a Marine during an Endphase after the Stealer
players turn, roll a dice: on a l-3 the Stealer player moves the C.A.T.; on a 4-6 the Marine
player moves it. The C.A.T. moves up to three spaces; it pays nothing to turn. The C.A.T.
may move into or through occupied spaces; it may not, however, move into a space with a
closed door or into a burning corridor section (which would automatically destroy it). A
C.A.T. may not leave the map on its own, if not stated otherwise in the mission.

If damaged, the C.A.T. may not move.

Data Upload

Some missions may require the Marine player to find the C.A.T. and transmit a compressed
version of its stored data. A Space Marine carrying the C.A.T. or in the same square with it
can spend 4 APs to transmit its data.

DORMANT STEALER BLIPS


If you are playing with dormant Blips turn the regular or
awakened Blips with the main scanner screen away from the
Stealer players table side and the dormant Blips with the main
scanner screen to his side.

Dormant Blips do block movement for Space Marines but not for Stealers, they block no
LOS and they do not convert, when they are in LOS of a Space Marine. Instead each turn
the Genestealer player may roll to awaken a Blip on a roll of 6, even if the Space Marines
can see the Blip. If a Blip awakens, turn the Blip to indicate this. A hit will kill all the
Genestealers in that Blip. If a Blip survives an attack it will become available for the
Genestealer player to use. Turn it accordingly.

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DISPOSAL CHUTES
In some missions Marines try to leave a section. Disposal chutes may be used for this task.
Any Space Marine that steps into a disposal chute is immediately removed from play he
has dropped into space and escaped from thes hip.

In other missions, a Marine who reaches a disposal chute must first blast through the
chute's outer door and exit the craft. The door can be attacked like a normal door, but
cannot be opened manually. Stealers can follow Marines into the chute one at a time and
try to kill them before they destroy the outer door. Once the door is removed, however, a
Stealer has no chance or catching a Marine who has entered a chute. Any Marines already
in the chute escapes automatically.

Not every chute section is a disposal chute, some just lead to lower and inner regions of the
hulk and can't be used to escape.

EKPYROSIS PROMETHIUM
In pressurized space hulk sections with high oxygen amount ekpyrosis fuel provides
additional tactical utility for a heavy flamer. If the Flamer Marine fires three shots into a
section or uses up at least three ammo when self-destructing, the effect remains for the
whole mission. The Marine may shoot in two different turns if the shots are chained after
another. In the second round the Marine must shoot at the beginning of the Marine turn.

GENESTEALER PITFALL ENTRY AREAS


If you have no pitfall shadow counters, use Breach counters to mark Genestealter pitfall
entry areas. It costs 1 AP for a Blip to enter the field of the counter. Usually Genestealers
are not forced to lurk at pitfall entry areas but pitfall entry areas may be secured if the
Marine stands directly on or adjacent pitfall entry area.

Pitfall entry areas are very versatile. In some missions the Stealer player may place pitfall
entry areas in the reinforcement phase. Each pitfall entry area must be placed on a different
empty square. The area in which they may be placed can also be limited, even the exact
turn number might be stated (or must be rolled). The Stealer player may have a constant
number of Blip reinforcements or get one per pitfall entry area, in some missions they
might even get additional reinforcements per pitfall entry area. Pitfall entry areas may be
restricted to at most one Blip reinforcement per turn. Deep breaches might grant the
Stealers only 3 APs on the turn that they are placed as reinforcements, to represent the
difficulty of clambering up through the floor. In some missions the Stealer player may not
examine the Blip counter before placing it, so he will not know how many Stealers it
represents until after it has been placed.

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If you have different types of pitfall entry areas you can also use Ladder counters and/or
Entry Area Arrow counters.

HARD VACUUM
Some missions use rooms, chutes or breaches into hard vacuum or allow Marines to open
such vents into hard vacuum. All squares in these areas, and all squares outside it that can
be reached via a path of linked squares (of any length) that does not pass through a closed
door, are considered to be in vacuum. This has no effect on Space Marines, but
Genestealers that are in a square that is in hard vacuum suffer not from vacuum but from
sudden depressurization and must roll one less dice than they would when resolving a
close assault. This penalty is in addition to any other penalties that may apply.

LIFTS
Operating the Lift

At the begin of the Space Marine turn if there is a Space Marine on any square in the lift or
on the square of any of the two lift-entrance sections, the Marine player may operate the
lift. He decides on which level the lift moves, just move the lift away from the current
entrance to another lift-entrance section. If you are playing with a regular tile representing a
lift, moving the lift means the Marines are placed on the lift section of the other level in the
same position with the same facing and still on Overwatch if they had already been set.
This way a lift can transport Marines in one direction every second turn. Marines in a
moving lift keep their position and facing.

Lift Doors

In some cases lift have doors that move automatically. They begin the round always closed
and when opened, they stay open to the player's endphase.

Destroying a Lift

Lifts may be destroyed like doors and they may be the target of a Jinx, which stops the lift
from working. You may target any square of the lift. If there is a door which blocks LOS,
you have to destroy it first. A psyker may target the lift with a Blast, this automatically
destroys the lift. A Vortex destroys the lift and is then removed from the board.

If a lift is the only way to move between levels, it can't be destroyed.

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Lifts as Entry areas

If a lift is a Stealer entry area, each lifts grants one additional Blip. Each Blip starts in the
lift and is converted immediately it's placed on the board. It cannot lurk under any
circumstances. A lift holds as many Genestealers as there are squares (usually 6 with the
original lift section tile) - if the Blip is for any more, the extra Genestealers are lost.

Reinforcemens have 2 APs less than usual in their first turn to represent the time coming up
in the lift. The first Genestealer out of the lift must also use 1 AP to open the door if it
hasn't been destroyed.

If any Genestealers remain in the lift at the start of a Genestealer turn the Genestealer
player doesn't get a reinforcement Blip for that lift in that turn. The Blip is lost and can't be
saved up for a later turn.

MALFUNCTIONING DOORS
Upon attempting to open a malfunctioning door, roll a D6. On a 4+ the door will open as
normal. On a roll of 3 or less, the door jams and must be destroyed in order for the player
to continue. The marine player may do this in the normal manner while a genestealer
player must expend one action point to destroy a door once it has malfunctioned.

PARALYSE ATTACK
Both Purestrain Genestealers and Hybrids possess an innate trait that is similar in operation
to psychic abilities: their Hypnotic Gaze allows them to paralyse foes prior to the
implantation of the Stealer gene. A Stealer or Hybrid may use this ability for 4 APs.

Purestrain and Hybrids fix its gaze on one living opponent, freezing him in place. If an
opponent haven't been attacked, tried to be hypnotized or implant attacked in the round
yet, a Stealer or Hybrid may declare to use the Hypnotic Gaze instead of attacking him. It
spends 4 APs. The attack is resolved like a close combat, but if the Hybrid or Purestrain
wins, he doesn't kill the enemy, the victim is then paralyzed. The Stealer or Hybrid controls
the model. It may make one move action per round, together with the Stealer or Hybrid, as
long as it remains in contact. The stare is broken if the Genestealer of Hybrid takes damage
in an attack, loses contact with the victim or turns its gaze on another. If the stare is
broken, the paralysis lasts up to the end of the following Space Marine round.

Purestrain and early generation Hybrids also have an ovipositor in their throat which is
used to implant the Stealer gene into their victims. Third generation Hybrids have a 50%
chance of having an ovipositor (although with the appropriate surgical equipment, they can
pass on the Stealer gene by injecting a victim with their blood). To implant its genes the
Genestealer or Hybrid must make an implant attack, during which he appears to bite or
kiss the face of its victim. The implant attack is played out like the hypnotic gaze, but

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works only if both combatants face each other. If the opponent is paralysed, the implant
attack is automatically successful.

The victim immediately collapses in a coma and is unable to do anything for the rest of the
battle. It recovers consciousness after a few days and appears completely unharmed, if
somewhat dazed and with no conscious memory of the Genestealer attack. There are no
outward signs that anything happened. A Genestealer or Hybrid will make no further
attacks, or do any harm on the victim, once the implant attack is successful. In addition,
other Genestealers and Hybrids can identify gene hosts and will not harm them.

Space Marines' which are being implanted with the Stealer gene are not able to pass its
genetic material on to another victim as they cannot reproduce. They also do not succumb
to the brood telepathy and develop the wish to found a Genestealer clan. They suffer the
other effects but may be awakened from the coma. Such Marines are sometimes used as a
bait by Stealers or Hybrids.

Awakening Marines: Reviving a Marine costs 1 AP. Any Marine can revive another Marine
in one of his front squares. A revived Marine is considered prone and may not get up until
the turn after he is awakened. Stealers will not attack a sleeping Marine, as they are
concerned with more immediate threat: the conscious Marines. Unconscious Marines block
movement for Space Marines through a square, but not line of sight.

PLASMA REACTOR MELTDOWN


If a Space Marine Force can't secure the space hulk or destroy it with the Astartes
spaceship, but a reactor of appropriate size is located, Space Marines may set anti-matter
charges to detonate a Space Hulk's reactor. The ensuing hull breach cascade destroys the
whole Space Hulk. This is a risky operation. Reactor leaks usually prevent teleporting and it
is not granted that the Space Marines get away.

The destruction of the Space Hulk is simulated by removing board sections, starting with
the reactor room or the Marine deployment sections, if they are fleeing the Meltdown, and
removing all adjacent pieces to the last one removed, each turn.

The mission states when this happens. Move the turn marker at the start of each Space
Marine turn. If no turn number is stated, the board sections start to be destroyed at the end
of turn 6.

POWER FIELD GENERATORS


A power field generator is a small device that generates an invisible force field. Marines can
use them to delay the Stealers by throwing them to block some of the ship's corridors.
Priming and throwing a generator costs 2 APs. A Marine can throw the generator up to six
squares, into a square in his line of sight and arc of fire. To be effective the generator must

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go off in a square between at least two opposing walls (i.e. normally, only in a straight
corridor section or at the entrance to a room or junction).

When throwing a generator, the Marine player indicates where it's supposed to land and
then rolls a D6. On a roll of a 6, the generator rolls one square further than intended
(unless blocked by a wall or closed door). On a 1, the generator either falls short by one
square or, if it was meant to go off only one square away from the Marine throwing it, it
goes off early in that Marine's square.

The power field fills the square it lands in, killing any model in that space and completely
blocking movement and firing through it, but not LOS. Once activated, the generator may
no longer be picked up. It takes a Stealer 18 APs to fight past a field and destroy the
generator. On a piece of paper, keep track of the number of APs a Stealer has spent on
attacking a power field. The first time the field is attacked it is flipped to show its damaged
side. If an entire turn passes in which a power field has not been attacked, it immediately is
restored to full power again.

Marines can only destroy a field and its generator with a power sword, chain fist, thunder
hammer, force axe or with lightning claws. It costs an appropriately armed Marine 4 APs to
do so. Destroyed generators are removed from the board.

RADIATION LEAKS
Huge reactors on Space Hulks emit highly volatile and even unknown
isotopes in case of alien reactors or those which were changed by the
nature of the warp. To emulate the Gantry Room of the Duty and
Honour campaign, you can instead assume a radiation leak from the
nearby reactor shield. The radiation leak is in the Shield Control
Room's center square. Place a force barrier counter on the square to
indicate the radiation leak. Neither is it passable nor can a model
move diagonally across the center square. At the end of any close
combat fought adjacent to the center square, the remaining model (or both in the case of a
draw) rolls a D6. On a roll of 1, the model has lost its footing and is killed by crackling and
lashing ionised arcs!

SECURITY LOCK
Doors often have security locks and only the Imperial player can open or close them (at the
usual cost of 1 AP), for example in Imperial facilities. Enemy models have to destroy the
doors if they want to pass through them. Critical areas also feature bulkheads with security
locks. Mark such doors or bulkheads with Guard counters to indicate they are under Space
Marine control.

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SHIP'S LOG
If a Space Hulk contains a functioning ship's log, its retrieval would allow the Inquisition be
to retrace the course of the ship and investigate all planets along that route as possible sites
of contamination.

The ship's log resembles a large leather- and brass-bound book attached to a lectern by it's
back cover. It contains two blanc tablets upon which the ship's captain would normally
record the day's events with a traditional quill pen. Alternatively, a ship's mate or scribe
may perform this function for him. When the book is closed, the text disappears into the
log's memory and the tablets become blank. If you have no ship's log counter, use the
Space Marine Controlled Area counter instead.

The log can be removed from it's housing at a cost of 2 APs. It costs 1 AP to pick up a lying
volume.

The Log Counter: Place the Log counter in the space with the Marine who is carrying it.
The Log counter is assumed to take up no space in the square: a square with the Log in it
may be moved into or through as normal. In addition, the Log does not block LOS. If a
door is closed on a square containing the Log by itself, roll a dice to see which adjacent
square the Log goes to.

Carrying the Ships Log: A Marine may carry the Log with no penalty to movement, fire,
or close assault.

Picking up the Ships Log: A Marine entering a square with the Ships Log can pick it up
for 1 AP. A Marine may choose to drop the Log in a square as it moves, leaving the Log
behind as he moves on. A Marine will automatically drop the Log when he is killed. A
Marine involved in close assault will drop the log if holding it.

Genestealers are allowed to enter the square with the Log but cannot pick it up or move
with it. This means that a Genestealer that enters the square with the Log must leave it
behind if it moves on.

Dropping the Ship's log: Passing or taking the ship's log costs 1 AP. If this is done, roll a
D6. On a 6, the log has been dropped. Roll two dice, a double indicates the log's been
damaged. Picking the log back up costs 1 AP.

SPACE MARINE ENTRY AREAS


Space Marine Entry Areas are often used in missions with Imperial Space Marines fighting
versus Traitor Space Marines or when using the force lists translate a standard force of a
mission into force points and using them to build another force, which has more models
(see force lists later). Space Marines using a particular entry area should be lined up off the
board next to that entry area, in the order they are going to move into play. Moving onto
the board costs 1 AP. Space Marines don't have to move into play if they don't want to.
They can lurk off-board for as long as they wish, just like Genestealers. Space Marines,

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however, are never forced to lurk. Enemy models aren't allowed to stand on a square next
to an entry area. When off-board Space Marines move into play they are allowed a move
and fire action.

SPACE MARINE PITFALL ENTRY AREAS


If you have no other markers you can use Ladder markers as pitfalls. If you are playing
with Space Marine Pitfall Entry Areas, during the first turn, each Space Marine may blast his
way into the level with high explosives. The Space Marine player may split his forces
between the four pitfalls as desired but must place the Space Marines beside the Pitfall
room they will use before play starts.

It takes 1 AP to blow a hole in the roof (and place a ladder), which is then entered the
same as a pitfall (i.e. it costs an additional AP to enter the pitfall square and jump through
it). The position of the entrance point is marked using a pitfall shadow counter.

If a Blip is in line of sight from the pitfall, it is converted before the Space Marine jumps
down. The Space Marines do not have to enter the complex immediately if there's a target
in line of sight, they may fire on it instead.

In Missions where you don't use a higher level, it is assumed the Genestealers cannot climb
out of the holes.

STEALER PATRIARCHS
Patriarch's Throne

The Patriarch is the psychic focus of the entire cult. He is not only controlling the cult, in a
certain kind of way he is the cult, or the head of a huge and living psychic organism. From
the first infestation the cults breeds psychic energy which focusses on the Patriarch. In this
moment the purestrain begins a development which will never stop, at first barely
noticeable, later he becomes a whole new kind of creature. The purestrain develops into a
creature in the broodlord-strain and then unlocks a powerful psychic potential. The Throne
room is the place where this development happens, it lingers with psychic energy. The
most intense psychic artefact of the cult is the Patriarchs Throne.

A Patriarch who occupies the Patriarch's Throne can attack with a psychic blast (see basic
psychic section). To use it, play with basic psychic rules or extended psychic rules.

An Ancient Patriarch is so old, he can't leave the Throne. When using an Patriarch's Throne
place it at the beginning of the mission.

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Patriarch

The Patriarch is a psyker of level 4 (see psychic rules). It has 6 APs like other Purestrains
but rolls 4 dice in close assault, each with a +3 bonus. It also allows the Stealer player to
have a hand of 6 psychic cards (whether or not the Patriarch is in play).

Broodlord (Genestealer Leader)

When a Patriarch dies, the brood suffers from psychic shock. But after some hours the
psychic energy may may again be focussed and the psychic shock dampened. Usually it
focusses on a the mightiest Stealer in the brood, usually a Broodlord or a Stealer on the
fringe of being a Broodlord. He now takes up command of the remaining force. This
Genestealer leader usually is no psyker yet. With time he may eventually grow into a full-
powered Patriarch, if he manages to save the cult.

The Broodlord has 9 APs and fights with 4 dice.

Dormant Patriarch

The dormant Patriarch is surprised to be attacked by his enemies. He is not fully awake at
the beginning of the game. He cannot act or play psychic cards. At a certain turn number,
usually early, e.g. in the 3rd round, he begins waking up, this can take 6 turns. In this time
he may grant a 5th psychic power to the Stealer player's hand, but he still can't act. Only
after this time, he grants a 6th power to the Stealer player's hand and is fully awaken.

Ancient Patriarch

This Patriarch is very old and tired and almost immobile. Actively lending its children its
psychic strength is an extremely draining process. It is all that it can do to continue
channelling its vast reserves of psychic power to the Hybrids defending it.

The Patriarch must remain on the same square throughout the game. The only moves it can
make is to turn 90 or 180.

Although its movement is limited, the Patriarch is still extremely dangerous. Unlike a
younger Patriarch and Purestrain Stealers it has 9 APs available per turn for close assault
and playing psychic attack powers. Like a younger Patriarch it rolls 4 dice in close assault,
with a +3 bonus to each die, making it an awesome adversary.

When using an Ancient Patriarch place it at the beginning of the mission.

TELEPORTERS
Sometimes Marines in Terminator armour can be teleported to and from the map. In other
cases the signal is to weak or to distorted to teleport them deep into a structure or there are

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to many interferences from various power fields. Marines then have to enter special
teleporter squares in order to enter or leave a map. It costs 4 APs for a Marine to teleport.

WEAPONS CACHE
A mission may state that a room includes a hidden weapon cache filled with flamer and
assault cannon ammunition. The cache has a size of 2x3 squares or is built in a wall of the
room and must be in one of the reloading Marine's front squares to provide him with
ammunition.

A Flamer or Assault Cannon Marine may at a cost of 4 APs take up a reload and store it as a
spare (see objects) or take up a reload and reload his weapon.

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PSYCHIC POWER RULES

In many missions the presence of a psychic Genestealer hive mind restricts the psychic
powers of the Marine Librarians, sometimes warp anomalies near the space hulk hinder
Genestealer psykers in the same way. We present three 'grades' of psychic power rules, each
more complex than the last.

The Hand of Psychic Powers


If you are playing with basic psychic power rules, before play each player determines his
set of powers, also called his hand. Shuffle the cards well. Once you've cut the cards to see
which is the trump suit, place the deck face down on the table. Each player now gets to
draw his full hand of powers, with the Marine player going first.

You get psychic powers if you have psykers in your force even if none of your psykers is
currently in play. This way the Stealer player gets powers even before he's got any Blips
representing psykers. If you want to use a psychic power, a psyker must be in play.

If the Marine player has any psykers, his normal hand is 2 powers, plus 1 power for each
psyker model. If he loses all of his psykers, he cannot replenish his hand and must discard
any remaining psychic powers. Psykers in sections effected by miasma or stasis do not
count as lost for this purpose.

If the Stealer player has any psykers in the Blip deck for this mission, his hand is 4 powers
regardless of how many psykers he has. He can take powers even if he doesn't have any
Stealers in play. His hand stays the same size throughout the game. The exception to this
are Hybrid Magi and the Genestealer Patriarch. The Magus increases the psychic power
limit to 5, the Patriarch to 6.

Psychic Powers Phase


At the start of your turn, in the case of the Marine player before rolling for command
points, you can get new powers, discard others and replenish your hand:

The Marine player may get 1 power for each psyker in play and can temporarily hold 2
powers above his normal hand limit. Then he has to discard any powers of his choice to
reduce the hand to its normal size.

The Stealer player may first discard one power. Then he may replenish his hand to its
maximum.

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BASIC PSYCHIC POWER HOUSE RULES
The following house rules are are a fully compatible subset of the Genestealer extension
psychic rules and unlike the Deathwing psychic rules they are easily extendable to the
original Genestealer rules. The following rules include the whole psychic rules from the
Genestealer extension except of psychic attack cards and the associated rules of psychic
effect marker decay and dispersing, psychic level mastery, targeting, dispelling and
enhancing psychic attacks (force battles). They consist of the remaining 'basic' psychic rules:
managing the hand of psychic cards, enhancing close assault rolls and playing Aura cards
plus some house rules adjust the usage to covert dice rolls. Thus they mainly allow psychic
rules which are mimicking the rules as in the Deathwing extension and allow a hard-to-hit-
rule like the Patriarch/Broodlord has in the 3rd and 4th edition of Space Hulk.

If you want a fast game with restricted psychic power levels and an alternative to the
Deathwing-psychic rules, the following basic house rules for psychic powers are
recommended. With these rules Psykers can use psychic powers to enhance their close
assault bonus if they wield a force weapon or establish a psychic Aura to avoid death. Thus,
Genestealer Hybrid psykers can also benefit from the rules, unlike with the common
Deathwing Psi-Point-rules.

The Psychic Power Roll


With this house rule you don't need the Genestealer psychic power cards. Instead you can
simulate them with a dice roll (thus we renamed the term 'psychic cards' to 'psychic powers').
Although we tried to preserve the probabilities of the Genestealer psychic rules, using a dice
roll shifts the dynamics of psychic powers by a small amount as they can occur much more
often or seldomly than by drawing cards.

Instead of drawing a psychic power card as with the extended rules for psychic powers, in
these basic rules each power is represented by the result of a hidden psychic power roll.
You hide the result under a cup as you hide your hand of psychic cards in the extended
psychic rules. To simulate the drawing of three cards, roll three times for psychic powers,
each roll under a different cup.

A psychic power roll is a d66, i.e. two dice which are distinguishable from each other by
colour. One die, e.g. the darker die, represents the tens digit, and the other die the ones
digit. For example, a roll of 1 with the darker die and a roll of 5 with the other die will give
a total of 15.

Look under the cup and consult the following table to find out which power the roll
confers. The close attack bonus equals the cross total of the number (or its cross total if it is
a 2 digit number) 2. The CAB may never be negative. A cross total of 9 yields the
maximum CAB: 6.

In the basic psychic power house rules ignore any psychic powers apart from auras (any
result with an end cross total of 1 or 2, thus a CAB of 0).

80
Basic Psychic Rules Psychic Power roll (d66)
The following table shows the psychic power of a roll, its close assault bonus, psychic
power color and force color (colored dot ''). Unstoppable powers are in italic.

11 0 Aura 31 2 Hellfire 51 4 Speed


12 1 Teleport 32 3 Prescience 52 5 Lightning Arc
13 2 Jinx 33 4 Prescience 53 6 Lightning Arc
14 3 Switch 34 5 Warp Time 54 6 Hellfire
15 4 Switch 35 6 Teleport 55 0 Aura
16 5 Jinx 36 6 Blast 56 0 Aura
21 1 Miasma 41 3 Assail 61 5 Smite
22 2 Control 42 4 Assail 62 6 Smite
23 3 Scan 43 5 Blast 63 6 Vortex
24 4 Scan 44 6 Stasis 64 0 Aura
25 5 Control 45 6 Miasma 65 0 Aura
26 6 Speed 46 0 Aura 66 1 Vortex

Activating Psychic Auras with the Aura Psychic Power


A Psyker can play an Aura psychic power to activate a psychic Aura. Playing an Aura power
to activate an Aura doesn't count as an action and cost no APs. He can use an Aura card
whenever he suffers a kill, at any time, in either player's turn. Playing an Aura power also
doesn't lose Overwatch.

Enhancing the Close Assault Bonus


Each psychic power roll result, apart from Auras, yield a close assault bonus. (In extended
psychic power rules this bonus is marked on each psychic power card apart from Aura
power cards). If your psyker uses a force weapon and in close combat against an opponent
directly to the front you can simply uncover psychic power roll results (in extended psychic
power rules you can play the psychic power cards) before you make a close assault roll and
add the close assault bonus to your die score.

Using a close assault bonus from the psychic power roll (or a card) doesn't count as an
action and cost no additional APs except for the normal amount of APs for the close assault
itself (i.e. 1 AP if attacking, free if defending).

Psychic Blast
Extraordinarily powerful psykers like the Grey Knights with their nemesis force weapons,
the divisio militaris of the Inquisition's Ordo Malleus, and some very old Genestealer
Patriarchs may wield the psychic blast power also known as Psychic Blast level 4.

The psyker may cast a psychic blast to target one model in his LOS and arc of fire and
within 12 squares: To do so, the player lays down as many psychic attack powers as he

81
likes, adding their close assault bonuses to a D6 roll. The enemy model rolls as if it was
facing a close assault attack from its front square.

If the psyker loses, he suffers no ill effects other than that he immediately ends his move
and cannot perform any further actions costing APs or CPs until the Marine player's next
turn. He is now in a passive state called Guard, use a blue Guard counter to mark the Grey
Knight. The Grey Knight can still defend himself (as shown on the Guard counter) in close
assault and play force and Aura cards because these things don't count as taking an action.

If the target survives, it can immediately perform any one action for free.

Don't confuse with psychic blast level 1, 2 and 3, which are used when playing without
psychic power rules or with limited psychic power rules, so that you can use hybrids
psyker models emulating heavy weapon or basic weapon hybrids, if you have too few
models.

EXTENDED PSYCHIC POWERS RULES


With the extended rules for psychic powers, Psykers not only use psychic powers to
enhance their close assault bonus if they wield a force weapon or to establish a psychic
Aura to avoid death. They can even use psychic powers to attack, dispel or enhance their
force and produce long lasting psychic effects. In the extended rules for psychic powers
usually every player fields psykers (or one player uses just one psyker with a low level of
mastery) and has a hand of psychic power cards also known as psychic powers or psychic
cards. The effects are too manyfold to represent them with a die roll.

Balancing Extended Psychic Power Rules


Limited Set of Psychic Powers

Many effects of the extended psychic powers are extremely powerful and allow psykers to
instantly kill any enemy model on a section or within a range outside of LOS. You can

Psychic Power Name


Psychic power colour: one
of the four colours: WARP TIME Psychic Power area of
the psionic skull (yellow), EFFECT: SECTION effect (self, model, door,
the kinetic wheel (green), TARGETING: LOS feature, section), targeting
the star of power (red) and RANGE: 12
mode (LOS, blind, free)
the master of temporality and Range (maximum
The point costs for any section are
(blue) doubled even when moving onto range or unlimited)
or off the section.
Close Assault Bonus Psychic power description

Unstoppable: attacks with Force power colour: the


the skull cannot be +2 card can be used as force
dispelled or dispersed power to dispel or
using force cards reinforce powers of the
shown colour

82
reduce the amount of those powerful psychic powers (i.e. Vortex, Smite, Lightning Arc) in
the psychic power deck or remove them altogether if both players agree. You could also
agree on a house rule which allows to play them only if enforced with a force card or even
played with a second card of the same power or simply increase their costs.

Adjusting Victory Conditions

Usually a player loses the mission if he loses access to psykers. In this case you can use
following house rule: the player in question may declare himself unable to win anymore.
He now will fight for a draw.
In this case the other player chooses one of the developments below, which adjust the
balance of psychic powers. If the first player still achieves the original victory conditions,
the game is a draw.

The player with psykers still in his force may choose:


1. Either his own reinforcements of psykers also stops immediately (if applicable).
Remaining Psykers withdraw from the mission, the models are taken out of the game. In
case of the Stealer player the expanded Blip force list for the mission will be changed too:
every Hybrid psyker in the mission expanded Blip force list becomes a non-psyker. He still
has the same armament (except of force weapons).

2. Or he allows his opponent to reuse his Psykers either by entering through the Marine
deployment area or by granting an ambush Blip which may turn into an unarmed Hybrid
psyker. This is only possible if it doesn't violate the original victory conditions. They must
still be achieveable.

Timer in extended Psychic Power Rules


Because of the complexity of the extended psychic power rules, the Marine player gets 30
additional seconds to finish his turn. If he loses all psykers he loses this time bonus in the
following turn.

Playing a Psychic Attack Power


Point Costs: Trump Suit and Level of Mastery

Making a psychic attack counts as an action. Usually, playing a psychic attack power costs
the caster 1 to 4 APs depending on his level of psychic mastery:

Hybrid psykers draw on the shared psychic power of the brood and are all usually treated
as 4th level so they have the least costs of using psychic powers. If you are playing with a
Patriarch and he gets killed, the Stealer player's hand reverts to 4 powers and the psychic
shock is so disabling to the Patriarchs children that all Stealer psychic attacks from now on
are treated as if from 2nd level psykers.

83
To represent the changing balances of energy flowing into realspace from the warp, one of
the four suits or colours of psychic power cards is dominant each turn. This is known as
the trump suit for that turn.

If the psychic attack power being played belongs to the trump suit during that turn, it costs
1 AP less to play a power of the current colour. If the psyker is of level 4 mastery, it costs 0
APs to play a psychic attack power from the trump suit. A 4th level psyker can continue to
play trump powers for free after he's spent all his APs if he does so before another model is
activated.

To determine which suit is trumps at the start of the game, shuffle the complete deck of
cards and then cut them. The suit of the card you turn up is the trump suit for the first turn.
Place the trump suit counter on the relevant section of the colour track. At the end of the
Stealer's turn in the Stealer player's section endphase (detailed later), the trump suit
changes and a new suit is trumps for the next turn.

If the model is inactive and another model is activated and spending his APs the costs
increase by 1.

Level of Mastery Costs of Playing a Psychic Attack Power for an active


(Rank of Librarian) Psyker (not Trump Suit)
1st (Lexicanian) 4 APs
2nd (Codicier/ shocked Hybrid Psyker) 3 APs
3rd (Epistolary) 2 APs
4th (Chief/Patriarch, Magus, Hybrid Psyker) 1 APs

Psychic Attack Power from Trump Suit 1 AP


Inactive Psyker +1 AP

Playing force and Aura powers and using a powers' close assault bonus doesn't count as
actions and cost 0 APs for all levels of psyker regardless of whether they're in the trump
suit or not. They are used as a free reaction to suffering a kill or witnessing an psychic
attack or effect. This way they can be used at any time, in either player's turn. Playing a
force card or an Aura also doesn't lose Overwatch.

An exception is the miasma psychic power effect. Psykers in the affected section cannot
play any cards at all for any purpose whatsoever. The sole exception to this is the use of a
force card to dispel the miasma power when played. Psykers outside the section with LOS
to it can use force cards to disperse the field.

Targeting Psychic Attacks

There are five kind of targets a psychic attack can target: self, door (Switch power), feature
(Blast power), model and section. A psychic power targetting a model may target a Blip. It
will then be automatically converted if hit - converted Hybrids can immediately play psychic
powers in defence. Powers targetting sections do not convert Blips.

84
There are three ways that a psychic attack can be targeted: LOS, blind or free targeting.
Each psychic attack card states which of the three targeting methods applies to that effect.

LOS

LOS rules apply as usual but there are two exceptions: Vortex and Stasis section effects
completely block LOS to or from any model on any square in the affected section including
the nearest edge of an affected board section.

Blind

With blind attacks a psyker isn't restricted to LOS. He can cast the psychic effect around
corners to areas he can't see or even over intervening models (except when casting
Lightning Arc). Blind targeted attacks cannot be projected through closed doors, bulkheads,
crates or psychic section effect markers that block LOS. They can, however, be delivered
through ordinary section effect markers, like flamer hits.

Free Targeting

As with blind targeting but through features and effects that block LOS and/or movement.
The only thing that can obstruct a free targeted attack is a Miasma marker, which
automatically prevents any psychic activity in that section. Even so, the psyker may be still
be able to affect the target via a different route.

Section Effect Markers


Section effect psychic powers affect every target on an entire board section. This includes
all models and Blips, and any features such as bulkheads, crates or closed doors open
doors are not affected, as they have moved back into their wall cavity and are protected. If
the only square of a section that a psyker can target is a closed door, the section cannot be
attacked the door is considered to be blocking LOS to the section.

Psychic section effect markers are similar to flamer markers in many ways. But there are
exceptions:

a psychic section effect marker usually last longer until it decays or is dispersed. Most
psychic effect markers remain on the section once placed. The only marker that doesn't
remain in place is that for the Vortex. Once summoned, a Vortex randomly moves around
the board, destroying everything in its path.

There can never be more than one psychic effect marker on a section at a time. If a
section contains a marker, another psychic attack card with section effect can't be played on
that section until the first marker decays or is dispersed (see the decay and dispersal rules).
This rule doesn't apply to normal section effects such as flamer markers: a flamer or
grenade can be fired into a section containing a psychic effect marker, and a psychic

85
section effect can be cast into a section containing a non-psychic marker within the normal
LOS and range restrictions. If you have no psychic power effect marker left, place the
psychic power card at the section.

Vortex and Stasis completely block LOS to or from any model on any square in the
affected section including the nearest edge of an affected board section.

Section Effect Endphase


Each player's turn now has a Section Effect Endphase.

Rotating the Trump Suit

The Stealer player moves the trump suit counter one step to the right along the colour track
if the suit was temporal this turn (blue), move the counter back to the psionics section.
The counter indicates which suit is trumps until the next Stealer endphase.

Continuous damage through Section effects

The current player checks damage for all effects that weren't cast and rolled for in the
preceding action phase. He rolls to kill every model, Marine or Stealer, that is on a section
containing a Hellfire marker. Models on sections containing a Vortex marker are
automatically killed only psykers that play Aura cards survive. The current player rolls for
moving the vortex psychic section effect and removes casualties if there are any.

Decaying Section Effects

At the end of his turn, a player can choose to roll for psychic effect markers still in play to
see whether they decay. The player is never forced to decay an effect and may freely pick
and choose which markers he wants to roll for. The player rolls one die for each marker he
wants to decay. On a roll of 6, it decays and the marker is removed. You can't try to
disperse and decay a psychic marker in the same turn you must either choose to decay a
marker and roll a die, or disperse it and play a psychic force card.

Dispersal

During the endphase of a player's turn a psyker can attempt to disperse an psychic power
marker by playing a force card. The Psyker doesn't need to be the target of the effect to try
to disperse it. He must be in a section containing a psychic effect marker, or have LOS to
such a section to disperse the effect.

One exception is Miasma: a psyker within a Miasma section can't play any psychic powers,
he thus can't disperse. Another exception to this is the Warp Time psychic section effect. It
is unstoppable and thus can't be dispersed.

86
The player lays down a psychic power card with a force icon of the same colour as the
original psychic power and immediately dispels the effect.

The opposing player can attempt to maintain the effect by playing a force power of his
own. He can do this provided he has a psyker in play anywhere on the board the psyker
needn't to have LOS to the section to play the force card.

You can't try to disperse and decay a psychic marker in the same turn you must either
choose to decay a marker and roll a die, or disperse it and play a psychic force card.

Additional Clarifications on Psychic Aura effects


A psychic Aura may be used against psychic attack cards which are unstoppable (see later)
and can't be nullified.

A psyker who has used an Aura to protect himself from a lingering effect (like psychic
power effect marker) must play another Aura power at the end of each turn if he still
suffers from the effect and would die. Each psychic Aura only nullifies one kill, not every
kill from an effect.

A psychic Aura usually doesn't nullify an effect (like a psychic power attack). Some psychic
attacks, i.e. lightning arc or blast, are halted if they arrive at an enemy psyker playing an
Aura to defend against it.

As a house rule we suggest an exception to this rule: a target which saves himself with an
Aura resets the sustained fire bonus of his attacker. In other words, if you use an Aura, treat
the target as a new target for sustained fire but as a survivor for any section effect.

Playing a Force Power


You can play psychic powers, i.e. psychic attack powers and aura powers, as force powers.
Playing a psychic power as a force power doesn't count as an action and cost no APs.

Six psychic attack powers in each suit, known as force powers, have a force icon on the
psychic power card that shows the colour and symbol of one of the four suits.

Defending against Psychic Attacks with Force Powers

A psyker can only defend against psychic attacks when he's a target of the effect. Your
psyker can use force powers to defend during your opponent's turn to dispel or nullify the
effects of an attack. A Marine Librarian in a corridor leading a squad of Marines is a good
defence against psychic attacks which are targeted with LOS. Keeping the Marines in the
same section as a Librarian also provides cover versus psychic section effects. This is
especially true because of the Librarians aegis suit which automatically provides the
equivalent of one force power to dispel psychic attacks (see below). Note that an
unconverted Blip representing a psyker doesn't count as a psyker and does not provide this
sort of protection.

87
Unstoppable Psychic Attacks

There are psychic attacks that are unstoppable. This means they can't be nullified by a force
power even if they could target an enemy psyker. The only thing that can defend against
these cards is an Aura power played as an psychic Aura rather than as a force power.

Enhancing Psychic Attacks in Force Battles

When a defending psyker plays a force power to nullify the effects of a psychic attack, the
casting psyker can play a force power from his own hand to reinstate the original effect. As
with a defending force power, a reinforcing power card must have a force icon that
matches the colour and symbol of the original attacking psychic power card (not of the
defending power card). This is called a force battle. Both psykers may now take turns in
playing force power cards matching the colour and symbol of the original attacking powers
card. The psyker who lays down the last force power card wins the force battle and either
forces or dispels the original psychic power effect.

EQUIPMENT
Force Weapons
Marine Librarians are invariably armed with a force sword or force axe. He automatically
receives a +1 close assault modifier, even when facing away from the opponent. If he is
facing his opponent he may also enhance his close assault roll with psychic power cards or
psychic power roll results (if the result is not an Aura power). These rules doesn't count in
a miasma section effect.

Aegis Suit
Terminator Librarians wear Aegis suits. Because of his Aegis suit, a Librarian gets the
equivalent of one free force card against every psychic attack card that affects him the
force defence is always the same colour as the attack. It costs 0 APs to use this defence and
does not count as an action. This means that to psychically attack a Librarian (or a section
containing a Librarian for section effect cards), the Stealer player must have at least one
force card of the correct colour to succeed.

88
CUSTOM MISSIONS

Many of the later rules and forces in this book can only be used in custom missions,
especially, if you do not use the printable sections from the end of this book. But if you want
to modify a mission from a campaign as separate mission or play a custom mission, there
are several ways from official 1E missions to decide which Space Marines to use. We've also
included a house rule for modifying Stealer Force List and introducing a Bidding System for
the Stealer player.

THE RANDOM SQUAD TABLE


The Necromunda campaign includes the following table. You can use it to play campaign
missions as separate missions. In addition to the Marines below, each squad contains 1
Space Marine with storm bolter and power glove to make a complete squad of 5 models.

Roll 1st model 2nd model 3rd model 4th model


1-3 4-6
1 Sergeant, storm Marine with heavy Marine with storm Librarian, 1 level, Librarian, 3rd level,
st

bolter, power flamer bolter, chain fist storm bolter, force storm bolter, force
glove axe axe
2 Sergeant, storm Marine with heavy Marine with storm Librarian, 2 level, Librarian, 3rd level,
nd

bolter, power flamer bolter, chain fist storm bolter, force storm bolter, force
glove axe axe
3 Sergeant, storm Marine with heavy Marine with Librarian, 2nd level, Librarian, 3rd level,
bolter, power flamer thunder hammer, storm bolter, force storm bolter, force
glove storm shield axe axe
4 Sergeant, storm Marine with assault Marine with Librarian, 3rd level, Librarian, 4th level,
bolter, power cannon, no reload thunder hammer, storm bolter, force storm bolter, force
sword storm shield axe axe
5 Sergeant, storm Marine with assault Marine with Librarian, 3rd level, Librarian, 4th level,
bolter, power cannon, 1 reload lightning claws storm bolter, force storm bolter, force
sword axe axe
6 Captain, storm Marine with assault Marine with Librarian, 4 level, Librarian, 4th level,
th

bolter, power cannon, 1 reload lightning claws storm bolter, force storm bolter, force
glove, grenade axe axe
launcher, power
sword

89
THE TERMINATOR FORCE LIST
Deathwing's Terminator Force List allows you, as the Marine player, to carefully choose
your forces for each mission. You decide what weapon combinations you will use and
whether the situatiofn calls for specialist such as a Captain or a Librarian.

Using the force list brings a whole new feel to the game. The potential for variation is
enormous. You can replay every scenario several times, trying out different squad and
weapon combinations in each game. If you get beaten with one force, pick a different force
next time and try again.

The rules can be used for any of the published Space Hulk scenarios as long as both
players agree to use them before the game begins. Note that these rules allow only the
Marine player to pick his forces. The Genestealer player follows the forces and deployment
instructions given in the scenario.

Converting Mission Forces


If you want to vary your mission, you can choose a mission and calculate the point costs for
the given Marine force. Then use the points to create a new force using the force list.

The bidding system to choose the Marine player and Force


Before you choose the Marine player, decide which scenario or campaign will be played.
Then, without showing the other player, both player must write down the number of points
they would like to spend on a Marine force for the scenario, up to a maxunum of 50 points.

The player who makes the lowest bid gets to be the Marine player. He then uses the
number of points he bid to pick his force from the force list. This force is used instead of
the force listed in the scenario, not in addition to it. If both players bid the same amount,
they must each make new bids until one player makes a lower bid than the other.

Remember when you're bidding that the higher the number of points you bid, the more
Marines and weapons you can buy, but that you're less likely to get to be the Marine player.
On the other hand, if you bid too low, you're certain to be the Marine player, but your
chances of winning are slim!

Using the Force List


1. Agree on psychic rules. With Deathwing psychic rules a command squad costs 20 points,
with basic psychic rules it costs 25 points, with extended psychic rules it consts 30 points.

2. Select squads from those listed. Unless otherwise specified, the Marine player may have
any number of squads in his force. (In some cases this will mean that some Marines will not
fit on the Marine entry areas specified for the mission. If so, simply add spare straight
corridor sections to the Marine entry areas until all of the Marines can fit.)

90
COMMAND SQUAD - 20 POINTS/ 30 IF HEAVY WEAPON SQUAD - 6 POINTS
EXTENDED PSYCHIC RULES ARE USED

1 Marine with power glove and either flamer or assault


cannon (1 free reload)
1 Captain with storm bolter, power sword and 1 Marine with storm bolter and power glove
power glove with grenade launcher
1 Librarian (Level 1), with storm bolter and force axe
1 Marine with flamer and power glove OPTIONS POINTS COST
1 Marine with assault cannon (1 free reload) and 1 flamer reload 2
power glove 1 or 2 assault cannon reloads 1 each
1 Marine with storm bolter and power glove Add Cyclone Missile Launcher or 4
Replace Heavy Weapon with
OPTIONS POINTS COST Cyclone Missile Launcher free
Increase Librarian's level of 3 with Deathwing
psychic mastery (maximum psychic rules, 5 with
4) extended psychic rules CLOSE ASSAULT SQUAD - 7 POINTS
1 flamer reload 2
1 or 2 assault cannon
reloads 1 each
Make one Marine a Standard
Bearer 1
Make one Marine an
Apothecary 2

STANDARD SQUAD - 10 POINTS

1 Sergeant with storm bolter and power sword


1 Marine with lightning claws
1 Marine with thunder hammer and storm shield
2 Marines with storm bolter and power glove

OPTIONS POINTS COST


Replace 1 Marine's storm bolter
with flamer 4
Replace 1 Marine's power glove
with chain fist 1
1 flamer reload 2
1 Sergeant with storm bolter and power glove
1 Marine with power glove and either flamer or
assault cannon (1 free reload)
3 Marines with storm bolter and power glove RECONNAISSANCE SQUAD - 4 POINTS

POINTS
OPTIONS COST
Replace Sergeant with Captain armed
with storm bolter, power sword and
power glove with grenade launcher 3
Equip Sergeant with power sword 1
Replace 1 Marine's storm bolter with
assault cannon (1 free reload) or flamer 4
1 flamer reload 2
1 or 2 assault cannon reloads 1 each
Replace 1 Marine's power glove with 1 Sergeant with storm bolter and power glove
chain fist 1 2 Marines with storm bolter and power glove
Replace 1 Marine's entire armament with
thunder hammer and storm shield or OPTIONS POINTS COST
lightning claws free Equip Sergeant with power sword 1
Blood Angels Option: Replace Sergeants Replace 1 Marine's entire armament
armament with thunder hammer and with thunder hammer and storm
storm shield free shield or lightning claws free

91
At least one Sergeant or Captain must be included in the force. A force may never have
more than one Captain.

3. Equip each squad with any weapon upgrades or reloads that you want from the Options
section of the appropriate box.

4. Refer to The Timer rules below, and decide how many points you want to spend to
increase your turn's length.

5. Add up the total value of the points you've spent and make sure that it does not exceed
the amount of your bid. If it does, you've got to redesign your force until you've spent the
proper amount of points.

6. You can also equip any Marine with additonal special equipment:

equip any Marine with a grenade harness and an unlimited supply of blind grenades for 1
point

equip any Marine with 5 plasma grenades with proximity fuses for 1 point

Now you're ready to play. Objectives, Genestealer forces, deployment, special rules and
victory conditions apply exactly as stated in the mission briefing.

The Timer
To find out how long the Marine player has to complete his move, simply cross-reference
the number of Captains and Sergeants there are in his force with the number of points he
spent in step 3 of designing his force. All times are given as minutes before the decimal
point and seconds after the decimal point (eg 1.30 means 1 minute and 30 seconds).

MARINE TIMER TABLE


Number of Captains and Points Spent
Sergeants 0 1 2 3 4
1 0.30 1.00 1.30 2.00 2.30
2 1.00 1.30 2.00 2.30 3.00
3 1.30 2.00 2.30 3.00 3.30
4 2.00 2.30 3.00 3.30 4.00

The time allowed for the Marine player's move is reduced by 30 seconds for each Sergeant
or Captain that is lost during the game, to a minimum of 30 seconds.

92
HOUSE RULE: STEALER FORCE LIST AND BIDDING SYSTEM
In Space Hulk it is essential to fine- GENESTEALER FORCE
tune the balance of a mission,
sometimes the standard force list
doesn't feel appropriate. In this case
you should feel encouraged to modify
the force list. It's best to settle on
point values and costs together. This
is also a good opportunity to add
additional options or even character
POINTS
models. OPTIONS
COST
Add 1 additional Blip reinforcement per turn* 11/13**
Also we've included a new on a die roll of 2+* 10/11**
Genestealer force list. You can use it on a die roll of 3+* 8/9**
on a die roll of 4+* 6/7**
if you agree to bid for the right to on a die roll of 5+* 4/4**
play the Genestealer force. on a die roll of 6* 2/2**
Delay first x Blips of reinforcements, per Blip 1
Genestealers can spend points in the Add 1 Blip at the start of the game 2/2**
Add 1 Blip at the start of the game, placed
course of the game to unlock the anywhere on the board (but at least 6 squares
marked ('*') options. distance to nearest Marine) 3/3**
Limit total Blips to 40* 3
Limit total Blips to 30* 5
It is also possible to bid and then Limit total Blips to 25* 9
choose which force to use. For this Limit total Blips to 20* 15
Add dormant Blip 1
case it is best to have a balanced Enable extended psychic power rules 15
mission with defined standard forces. Enable extended psychic power rules for
Marine player 10
players do not bid absolute point Add Patriarch (from 2-Blip)* 4/8***
Patriarch is immobile (turning allowed) 2/10***
values but they bid whether they take with 9 APs 2
additional points or less points for with Psychic Blast Ability 5
add 1 familiar
their force. The player who makes the convert 2-Blip to 1 Magus 2/3***
lowest bid gets to choose which side add 1 familiar
Unlock Ambush Counters* and burrowing
he takes. He then uses the number of Stealers* 2
Unlock Anomaly Blips* (double-or-nothing) 1
points of the standard force of the Place 1 Ventilation Shaft (2 squares to 5 squares
scenario and modifies it by the long) 3
Add 1 Breach Counter Entry Area, roll 1 die at
number of points he bid. If he bid a the beginning of each Stealer turn, Breach
negative number, he has less points Counter may only be placed on a result of 6.* 5
Entry Areas may be secured 3
for his army than the force in the Area easy to scan: Blips of the following turn
must be set at the end of the current turn 1
scenario. Area hard to scan: Blips of the current turn may
be set anytime in the turn* 1
An intermediate option would be to * may be selected in the course of the game
** with expanded Blip Set from Genestealer
modify the standard forces. Both extension
players could agree to modify certain *** with extended rules for psychic powers

parts of the force in the range of a


predefined amount of points.

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SPACE MARINE PATROL - MISSION GENERATOR
One of the many duties of each Chapter of the Space Marines is to patrol the space
surrpunding their Chapter's home world. Usually this involves nothing more than a routine
inspection but occasionally something more sinister is afoot. Often the Chapter's Terminators
are ordered to investigate ships with which contact cannot be established. If they fail, the
ship will simply be destroyed by the Marine's command ship. The ship is valuable, however.

Deathwing's Space Hulk Mission Generator uses a set of geotiles to allow you to design an
almost infinite number of different missions in which you can simulate a 'routine
investigation' gone awry. You can use Teminators from any Marine Chapter you wish and
play as many of these scenarios as you like.

If you are interested in different rules for mission generators, look up the 1993 Space Hulk
Campaigns' Traitor Space Marines Mission Generator Scenario and Campaign.

The Geotiles
A geotile is a card depicting a portion of a Space Hulk map. When these cards are
arranged together properly, they form a layout from which a full-size board can be
constructed.

Print out the geotiles to use them. Write on 11 pieces of paper the numbers 1 - 11. One
player draws a piece of paper, takes the geotile with the same number and places it on a
convenient spot on the table. The second player then does the same and places the tile so
that at least one corridor connects with a corridor on any of the tiles that have alteady been
placed. Each player takes it in turn to place a tile in this way until all tiles have been used.

Then use the remaining corridors and try to connect as many geotiles as possible. Begin
with making connections by using one section at first. If it is not possible, try using 2
sections and so on. Each player takes it in turn to place a connection.

If a player draws geotile 9 in the first try he may also place a ladder hole in the pressurized
room of the area, the Genestealer player may place a ladder counter in any other geotile,
leading to geotile 9.

If a player draws geotile 11 in his first try, he may place the lift on any other geotile. If the
Genestealer draws it, the Lift is a Stealer Entry Area. If the Marine draws it, the lift leads to
geotile 10, which is a weapons cache. Geotile 10 may only be placed if geotile 11 is placed.
If a player draws geotile 10, he may keep it, the other player then takes his turn.

Otherwise ignore geotile 9 - 11.

Tiles may not be placed so that they overlap in any way. Note that the arrows printed on
the tiles are only used when playing the solo game Cloud Runner's Last Stand. They play
no part in a mission generator scenario.

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For best result generate three layouts and chose the best. Alternatively vote after mission
generation, every player has one veto.

The Scenarios
Roll a D6 and refer to the table below to find out which scenario you will play. A full
explanation of each scenario appears in Mission Generator Scenarios.

SCENARIO TABLE
D6 Mission
1 Recon
2 Establishing a Perimeter
3 Perimeter Defence
4 Raid
5 Breakout
6 Search and Destroy

The Genestealer Force


Roll a D6 and refer to the Genestealer Force Table to determine the size of the Genestealers'
force. The table provides the following pieces of inforrnation:

Reinforcements: This is the maximum number of Blips the Stealer player can bring into
play each tum, although he may bring in less than this number or even take no
reinforcernents at all.

Total Bllps: This is the total number of Blips (not Genestealers) that the Stealer player may
use over the course of the scenario. The Marine player must keep track of the number of
Blips the Stealer player has used, on a piece of scrap paper.

GENESTEALER FORCE
D6 Reinforcements Total Blips
1-2 2 20
3-4 2 25
5-6 3 30

Ambush Counters

The Stealer player may use up to four ambush counters in each of these scenarios. Ambush
counters do not count against the total number of Blips the Stealer player may use.

95
The Marine Force
The Marine player and his forces must be chosen using the method presented in the
Terminator Force List section of this chapter. While the Marine player is selecting his force,
the Stealer player should set up the board designed with the geotiles.

After the board has been set up, the Marine player should add two five-square-long
corridors to the layout if he can. These are the Marines' deployment areas. Any remaining
open-ended corridors on the board can be used as Genestealer entry points.

Starting Play
The Marine player must set up his force on the backmost squares of his deployment
corridors unless the scenario briefing tells him to do otherwise. He can use either or both
deployment areas, as long as all members of a squad are placed in the same area. Squads
cannot be broken up and have their members deployed in differcnt areas.

If there are too many Marines to fit in the deployment areas, add enough straight corridor
sections to those corridors to allow all of the Marines to set up in them. If you don't have
enough sections left to do this, queue any spare Marines in imagiury cridon attached to the
deployment areas. In this case, the lead Marines deploy on the frontmost squares.

Play then proceeds to the first turn of the game. Note that the Stealer player never has any
starting forces in these scenarios.

SPACE MARINE PATROL - MISSION GENERATOR SCENARIOS


1: Recon
Wide spectra scans can tell you a great deal about the layout of a ship ard even pinpoint
concentrations of lifefoms. It will not, however, tell you what these Lifeforms are or how
many of them are on board. For more detailed information, you need to go and have a look
for yourself.

Often a small unit of Marines is teleported into the vessel to investigate. More often than
not they will be able to deal with anything they find on their own. If they run into serious
opposition, they will be teleported back to the Marine patrol craft from which they came
until a plan is prepared for dealing with whoever - or wharever - is on the vessel.

Objectives

The Marines must find out what has caused the loss of contact with the vessel. They are not
expected o fight a major battle and must escape if they run into serious opposition.

96
Special Rules

The Marines are assumed to have teleported safely onto the ship and regrouped on their
deployment corridor. The Marine player may later teleport his models back to safety, but
only after the fifth Genestealer model has been placed on the board. Teleporting costs 4
APs per model. Only one Marine can be teleported in any one turn and this can only occur
during his own turn, never in the Stealers'.

When a Marine is teleported, remove the model from the board and place it to one side.
That Marine plays no further part in the game and cannot teleport back onto the board.

The time the Marine player has to complete his turn is reduced by thirty seconds for each
Marine Sergeant or Captain teleported to safety. If a Captain is teleported to safery, the
Marines also lose, in the following turn, the +2 CP bonus thar he provides.

The Marines cannot secure entry areas during this mission, but the Stealer player can use
ambush counters.

Victory

The Marine player wins by sighting at least one Genestealer and then teleporting his squad
to safety without losing more than one Marine.

The Stealer player wins by killing two or more Marines.

2: Establishing a Perimeter
Most Imperial patrol craft carry one or more boarding torpedoes. Standard procedure when
initiating an offensive is to use these torpedoes to land squads of Terminators with orders
to form a defensive area into which additional forces can be transported without risk of
anack.

Objectives

The Marines player must establish a defensive perimeter to initiate an offensive.

Special Rules

The Marine player can secure Stealer entry areas during this mission, and the Stealer player
can use ambush counters.

Victory

The Marine player must securet he four Genestealer entry areas closest to his deployment
squares. The Stealer player must prevent this. If two or more entry areas are equally close

97
to his deployment squares, the Marine player must state out loud, before play begins, which
ones he will secure.

3: Perimeter Defence
Genestealers often launch furious counter-attacks to break through the cordon of troops
around a defensive perimeter. If they can break through, they know that they will catch any
reinforcements as they attempt to deploy and should easily be able to wipe them out.

Objectives

The Marines must stop the Genestealers from breaking through their defensive perimeter.

Special Rules

The Marine player must set up his entry corridors as normal, but may deploy his forces
anywhere on the board.

The Marine player may choose four Srealer entry areas to be already secured at the start of
this mission. The Marines are not allowed to secure any further Genestealer entry areas in
this mission.

The Stealer player cannot use ambush counters in this mission.

Add +10 to the total number of Blips in the Stealer force.

Victory

The Stealer player wins by moving a Genestealer onto one of the Marines' entry corridors.
The Marine player wins by stopping the Genestealer from achieving his objective.

4: Raid
Magi are fourth generation hybrid Genestealers who have powerful psychic abilities. They
are usually placed in cryogenic deep-sleep chambers for the duration of any space voyage,
as they are not nearly as long lived as purestrain Genestealers. Often a Marine force will be
dispatched to destroy them before they can be awakened.

Objectives

The cryogenic tanks in the control room (geotile 8) hold the Magi, fourth generation hybrid
Genestealers who have powerful psychic abilities, of the Genestealer invasion force. They
were placed in cyrogenic deep-sleep chambers for the duration of the space voyage, as they
are not nearly as long lived as purestrain Genestealers. The Marines must destroy them in
order to win.

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Special Rules

The Stealer player can use ambush counters this mission.

Marines can secure Stealer entry areas during this mission.

Victory

The Marine player must destroy the cryogenic tanks in the control room in order to win.
Place six counters on a 3 squares x 2 squares. Cryogenic tanks block LOS and movement,
even if they have been de,stroyed,They are fixed in place and camot b moved, but can be
attacked in the saine way as doors. Flip the cryogenic tank markers face down if they are
destroyed. The Stealer player wins by wiping out the Marines before they achieve their
objective.

5: Breakout
Marine raiding forces often find themselves cut off deep behind enemy lines where
radiation from the ship's engines and electrical systems interferes with the Marines' teleport
homers. ln such circumstances, the force must fight its way to an area where they can be
teleported to safety.

Objectives

The Marines found themselves cut off deep behind enemy lines where radiation ftom the
ship's engines and electrical systems interferes with the Marines' teleport homers. The
Marine player must escape with at least half of his force. Unfortunately, the only area where
his teleport homers can be picked up is the connol room (geotile 8).

Special Rules

The Stealer player can use ambush counters this mission.

Marines can only teleport if they are in a square in the control room (geotile 8). Follow the
special rules for teleporting in the recon mission.

Stealer reinforcements are limited to one per tum, no matter what it says on the Gercstealer
Force Table. Remember, the Stealer player must still roll on that table to detetmine the total
number of Blips in the Stealer force.

Marines can secure Stealer entry areas during this mission.

Victory

The Marine player must teleport at least half (rounding up) of his command to safety. The
Stealer player wins by stopping the Marines from achieving their objective.

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6: Search and destroy
Once a defensive perimeter has been set up, the Marines will operate offensive sweeps to
clear the ship of its Genestealer infestation. Any surviving Genestealers will attempt to sell
their lives dearly, by mouning suicidal wave attacks designed to kill as many Marines
aspossible.

Objectives

The Marine player must secure the entire board or wipe out all the Genestealers.

Special Rules

The Stealer player can use ambush counters.

Marines can secure Stealer entry areas during this mission.

Victory

The Marine player must secure all of the Genestealer entry poins or wipe out the entirce
Genestealer force. The Stealer player must wipe out all the Marines.

MISSION GENERATOR CAMPAIGN


This campaign game covers a complete Marine operation to clear a Stealer-infested
spacecraft by linking logether all of the Mission Generator Scenarios except Breakout. One
player controls a large force of Marines selected from the force list. The other player contols
the Genestealers.

If you are interested in different campaign rules, look up the 1993 Space Hulk
Campaigns' Traitor Space Marines Mission Generator Campaign.

The Marine Force


In the carnpaign game the playcrs may bid up to 125 points for the Marine force (rather
than up to 50).

The force that tlle Marine selects represents all of the men he has available for the entire
campaign garne. At the start of each scenario, he can select any number of squads from
those that he has available. However, a squad may not be selected if any of its members
took part in the last scenario that was played.

Afier each scenario, the Marine player must update his master force roster, noting any
casualties that were suffered by the squads that took part. Ammunition and Librarians' psi
points are automatically replenished at the end of each scenario. If the squad is used in a

100
future scenario, it can only use those members that are still alive. At the same time, the
Marine player is allowed to break up squads and distribute their members among other
squads that have suffered casualties, so long as no squad ever ends up with more than five
Marines.

For example, Squad A has just completed a scenario and has been reduced to a Sergeant
and a Marine, while Squads B and C have each lost one Marine. The Marine player decides
to break up Squad A, giving the Sergeant to Squad B and the Marine to Squad C. Note that
Squads B and C will not be available for the next scenario, as they now contain members
from Squad A, which took part in the last scenario.

The Genestealer Force


The Stealer player may enter two reinforcement Blips per tum and has a total of 125 Blips
to use over the course of the entire campaign. The Marine player must keep track of the
number of Blips the Stealer player uses in each game, and when this reaches 125, the
Stealer player may not enter any more reinforcements in that or any future scenario.

Winning the Campaign


The Marine player wins the campaign if he wins the Search and Destroy scenario. The
Stealer player wins by breaking the Marine force. The Marine force is broken if there are no
Marines available to take part in a scenario, either because they are all dead or because
they were all used in the last scenario. Note that the Marine player must if he can allocate at
least one squad to take part in each scenario.

Additional Scenario Rules in the Campaign


Recon

Teleporting is a risky business at best. Errors often result in the Marine materializing within
a solid object, which is always fatal. Roll 2D6 for Marine that is teleported. On a roll of 2,
the Marine is killed by a teleporter malfunction. Marine casualties suffered during
teleportation do count as casualties with regard to the victory conditions for this scenario.
(Only roll for casualties when teleporting to the Stealer-infested ship, never when
teleporting back to safety.)

Establishing a Perimeter

If the Marine loses this scenario, it must be played again. If played more than once, the
Marine player may choose to either use the same board layout or generate a new one. Keep
on playing the scenario until the Marine player manages to win or the Marine force is
broken or runs out of boarding torpedoes.

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The Marine player has a total of four boarding torpedoes, each of which can be used to
carry 5 Marines. Each torpedo may only be used once per campaign. If the Marine loses this
scenario and has to play it again, he may only use his remaining torpedoes. If he has none
left, he loses the campaign.

Perimeter Defence

Use the same board lay-out as was used for the Establishing a Perimeter scenario. Instead
of choosing four Stealer entry areas to be secured, the four entry areas that were secured at
the end of the last scenario remain secured for this scenario.

The Marine player must secretly record which squads he will use for this scenario. The
Stealer player then has the option of either using the forces he has near the perimeter to
mount an attack or keeping them in reserve to tie down the Marine player's forces.

If the Stealers do not attack, the squads chosen by the Marine may not be used in any
further scenarios, as they must remain on duty to guard the perimeter.

If the Stealer player makes the attack, the scenario is played out using the normal rules.
Any Marine survivors go back into reserve, as the Marnes know that the local Stealer forces
have been spent in the attack.

In any case, the Stealer player does not receive the 10 extra Blips mentioned in the non-
campaign briefing.

If the Marine player loses the scenario, he also loses one additional squad from those under
his command that did not take part in the scenario. This represens the Marines who were
killed by the Genestealers that got to his rear zone. The Marine playr! may choose which
squad is lost.

Raid

The Marine player must mount this operation as quickly as possible, else the Magi will
wake up before he can get to them. The more squads he uses, the longer the scenario will
take to organise and the greater the chance of the Magi getting away. To represent this, roll
a D6 when a Marine sees the cryogenic tanks for the first time. If the roll is less than the
number of squads the Matine player chose for the scenario, the Magi have got away, and
the Marines automatically lose the scenario.

A Marine can be teleported to safety from any of the squares on the Marine entry areas.
Carry on playing this scenario until all the Marines are dead or have teleported to safety.

If the Marine player loses this scenario, the Stealer Magi are awakened and able to use their
psychic powers to disrupt the Marines' attack. This is represented by the following rules:

1. The Marine player must subtract three points ftom thc number of command points he
receives each turn in any future scenarios.

102
2. The time he has to complete each turn is reduced by thirty seconds in any future
scenarios.

3. The number of psi points available to any Librariarn is reduced by 50% in any future
scenarios.

Search and Destroy

This scenario must be played until either the Marine player wins the scenario or the Marine
force is broken. If the Marines win the sceoario, they have won the campaign, while if the
Stealers win the scenario and the Marine force is broken, the Stealers win the campaign. If
the Stealen win the scenario without breaking the Marines, the scenario must be played out
again, using a new board layout.

SOLO MISSION: CLOUD RUNNER'S LAST STAND


This solo mission is based on the epic struggle of 30 Dark Angels Terminator under the
Command of Captain Ezekiel Cloud Runner who realized their homeplanet fell to a
Genestealer Patriarch. They succeeded, but only six Marines, including Cloud Runner,
survived and saved ten thousand years of Dark Angels tradition and identity.

"We are gathering tonight, not as soldiers of the Emperor, but by ancient custom, as warriors
of the People. To this, I give my blessing as Captain and Warchief. We are here as speakers
for our clans, joined in brotherhood to that we might speak with one voice, think as one
mind and discern the correct path for all our peoples."

- Ezekiel "Cloud Runner" invoking the ancient rite of meeting

"Many nights I have lain awake wondering whether we could have saved the world if only
we had arrived sooner. Perhaps if we had been able to eliminate the Stealers before the
cancer had spread, we would not have had to order the Exteminatus."

- Lame Bear recounting the events on hive world Thranx

"'I am old,' Weasel-Fierce said softly. 'Old and tired. I have seen more than two hundred
summers. In a few more, I will be dead, anyway. I had hoped to gaze again on my kin
before then, but it is not to be. This is my only regret.' Cloud Runner could see the weariness
in him, felt its echo in his own mind. Every man about the fire had served the Elnperor for
centuries. Their lifespans increased by the process that turned them into Marines." - a
recount of the events in the ancient rite of meeting

"Cloud Runner was angry, he wanted vengeance. Such a decision was not the correct one
for an Imperial officer but it was the way of his clan. In the end, to his surprise, he found
out where his true loyalty lay. 'I say we fight,' he said at last. 'But we fight as Warriors of the
People. This battle is not for the Emperor. It is for our murdered clans. Our last battle shall
be fought in accordance with our ancient ways. Let us perform the rite of Deathwing." - a
recount of the events in the ancient rite of meeting

103
Cloud Runner refused to follow the doctrine of virus-bombing the planet as long as there
were still his people on the planet and a fraction of the homeworld's cultural identity.
Instead he decided to lead a spearhead composed of the company's finest warriors through
the Genestealers' crippled starship in an effort to reclaim the remains of their friend. Other
squads will follow. Unbeknownst to the Marines, another Genestealer has stepped forward
to temporarily take control of the horde. The new leader has managed to dampen much of
the psychic shock resulting from the Patriarch's death. If the Marines manage to kill that
Stealer, the psychic shock from its death - compounded by the Patriarch's still-resonating
psychic death-throes - causes the remainder of the horde to become disoriented and
unorganized: for the Marines, an easily manageable foe. Also, to reach the new leader, the
Marines will have had to have killed the majority of the horde.

As the name implies, this mission is incredibly challenging. But to go down fighting for the
honour of your people, that is a fitting death.

The Marine Squad


Cloud Runner: Captain with storm bolter, power sword and power glove with grenade
launcher.

Weasel-Fierce: Sergeant with storm bolter and power glove.

Lame Bear: Sergeant with assault cannon (with three reloads) and power glove.

Bloody Moon: Sergeant with flarner (with one reload) and chainfist.

Wisdom Keeper: Librarian, psychic mastery level 1, with storm bolter and force axe.

Alternatively, you can select a squad from the Terminator Force List worth up to 20 points.

The Genestealers
The Stealers have no starting forces on any board except on board 10 (see below). See
Special Rules for details on Genestealer reinforcements.

Objective
Completing this mission involves moving your Marines across nine randomly generated
boards and then killing the Genestealer leader who awaits you on the tenth board. To set
up the boards, follow the procedures outlined below.

Setting up the Boards

Boards 1 - 7

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1 Randomly select two different geotiles as described in the Mission Generator section of
this book. Note that each tile except geotile 8 has both an entry and an exit arrow on it. If
geotile 8 (the dead-end tile) is generated, place it to one side for the moment and randomly
select a third tile.

2 Place the two open-ended tiles as described in the Mission Generator section, but make
sure that the corridors containing the entry arrow on the first tile and the exit arrow on the
secod tile are not blocked.

3 If geotile 8 was generated, add it to the layout. Again, make sure the corridors mentioned
above are not blocked.

4 Put together the board you've just designed, as described in the Mission Generator. Attach
a five square cooridor to each of the two corridors mentioned in step 1.

On the first nine boards you must get your squad from the entry corridor (the one attached
to the entry arrow on the first tile) to the exit corridor (the one attached to the exit arrow
on the second corridor). Play halts as soon as all surviving Marines are on the exit corridor.
All models are then renoved and a new board is generated. The survivors must then battle
their way through to the next exit corridor, and so on, until they reach the tenth board (see
below).

For boards 1 - 7, the cryogenic tanks on geotile 10 represent a hidden weapon cache filled
with flamer and assault cannon ammunition. See rules for weapon caches and reloads.

If you use the enchiridion components you can use the additional geotiles for this mission.
Geotiles 9, 10 and 11 are for use in multi-level missions, not in Cloud Runner's Last Stand.

Board l0

To set up the tenth board, follow steps 1 and 2 as described above. Then, whether it was
previously selected or not, attach geotile 10 to the exit arrow of the second tile. Attach a
five long corridor to the entry arrow of the first tile as usual.

The weapon cache is not in the dead-end room at the end of geotile 10. The room is
instead occupied by three Blips and the Genestealer leader. The leader is in one of the
corners farthest from the door, and a Blip occupies each remaining comer. These Stealers
should be placed when the final board is set up.

When the Marines move onto the board, the Genestealers in the dead-end room will all
move to attack them as described in Solo Play. The leader, however, will hang back and
allow the others to sacrifice their lives to protect him. He moves in the same way as a
normal Stealer, but moves only after all other Blips and Stealers on the board have moved.

You should mark the Genestealer leader so that you can differentiate him from the rest of
the Stealers. He follows the rules of a young Patriarch.

105
Special Rules
Use the rules in the Solo Play section, as well as those below. The Marine player can secure
any Stealer entry areas during this mission.

Genestealer Reinforcements

Roll a D6 at the start of each Genestealer turn to see how many reinforcements the
Genestealers receive.

GENESTEALER REINFORCEMENT TABLE


D6 Reinforcement
1 Nothing
2 1 Ambush Counter
3 1 Blip
4 1 Blip
5 2 Blips
6 3 Blips

Victory Conditions
You must kill the Genesrealer leader in order to win. If you do, the resultant psychic shock
from his death, in addition to the still-reverberating shock of the patriarch's death, stuns the
remainder of the horde, rendering them disoriented and helpless - easy victims of your
vindicating justice. It will require many years of long, hard work but the Plain's people will
rise again - the Dark Angels will survive.

However, even if you lose, you may still uphold the honour of both your people and your
Chapter by doing well. Keep track of the number of Genestealers you kill and look up your
score on the table below.

SOLO MISSION RESULTS TABLE


Killed Stealers Result
0 - 20 Your gross incompetence has brought dishonour upon your people
and your Chapter. The names of the entire company are stricken
from the records of your chapter.Your ancestors rend your spirits.
21 - 50 You did poorly. Your names are a blemish upon the history of your
Chapter and will be cursed by every generation of your people.
51 - 75 Your performance was acceptable, although unremarkable. The great
opportunity for redemption has been squandered. Mediocrity is
nearly as horrible as failure.
76 - 99 Your failure has been noted, but your gallant efforts have done you
honor.You will be missed.
100 + Your heroic efforts bring great honour to your people and your
Chapter. Your ancestors rest easily, having been vindicated before
Deathwing. Your example will shine forever as an inspiration to your
battle brothers.

106
GEOTILES

1 2 3

5 6

10 11
7
9
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RULES FOR ENCHIRIDION COMPONENTS

At the end of this Space Hulk Enchiridion are templates to print-out additional tiles and
counters to play a number of official missions for Space Hulk 1E. This part introduces the
official 1st edition rules for these components and rules from the 2nd edition for Airducts.

BARRICADES
Barricades are specially constructed to protect troops firing from behind them. A model in a
square directly touching a barricade has a line of sight through the barricade square and
may fire through the barricade if a target is in line of fire. However, to anyone not in a
square touching the barricade it will seem like a crate, completely blocking line of sight and
movement. A barricade is destroyed the same way as a crate, i.e. roll as to destroy a door,
with a successful hit turning the barricade to rubble unless the attack was by a conversion
beamer or a Vortex or Blast psychic attack, which will vapourise it.

BLIND GRENADES AND GRENADE HARNESS


Some Marines are equipped with a grenade harness and an unlimited amount of blind
grenades. It costs 2 APs to fire a blind grenade into an adjacent section. There must be LOS
to at least one square of the target section. The blind grenade blocks LOS in this section.

CRATES
Cargo left upon a ship by its former inhabitants is often ignored. The crates that hold this
cargo block LOS and movement while intact. They can be attacked the same way as doors
and should be replaced with an appropriately-sized rubble counter or flipped over if
destroyed. Crates can also be destroyed by a flamer hit. Roll a D6 for each crate in the
section, on a 6 it is destroyed. Crates cannot be moved.

Some missions allow one or both players to place crate counters. If you design a custom
mission, you could let the Stealer player set up crates in rooms and especially the big rooms
from the Deathwing and Genestealer expansion from the end of this book. These crates
can't be placed next to a door and they can't bes set up to block a corridor completely.

108
CRYOGENIC TANK
Cryogenic tanks block LOS and movement, even if they have been destroyed. They are
fixed in place and camot be moved, but can be attacked in the same way as doors. Flip the
cryogenic tanks marker face down if they are destroyed. If you have no counter, use the
Guard counter to indicate which squares they occupy.

DUMMY-PITFALLS & DUMMY COMPUTER TERMINALS


In missions where the Marine player must search a pitfall or active computer, you can use
special counters. They have a printed empty square on one side and an non-functional
computer or an empty square on the other side. Flip the counter if you the Marines are
searching for pitfalls when they are in LOS, if they are trying to activate a computer, flip it
upon contact it doesn't cost additional APs.

GANTRY ROOM
This is a 5x5 room with gantries round the edge of a deep drop in the middle.

At the end of any close combat fought in the Gantry Room, the remaining model (or both in
the case of a draw) rolls a D6. On a roll of 1, the model has lost its footing and plummets
to its death! A model cannot move diagonally across the corners of the Gantry Room.

The Genestealer entry point in the Gantry Room is the square directly opposite the gantry
square that sticks out over the drop.

If a Space Marine is in the Gantry Room at the start of the Genestealer turn, the Genestealer
reinforcements must lurk for 1 turn. Any Blip entering play must be converted and the
Genestealers must enter at the entry point, one at a time. Any models from the same Blip
that cannot enter in the same turn are lost.

All flamer counters on the gantry square are removed at the end of the Space Marine turn.
There is nothing to keep the fire burning.

PLASMA GRENADES WITH PROXIMITY FUSES


These are newly developed weapons for the Marines. Plasma grenades with proximity fuses
cannot be thrown. It costs 1 AP for a Space Marine to place a plasma grenade. When a
grenade is dropped, place the counter in the square. It is armed as soon as the Marine has
moved 2 squares away from it.

The proximity fuse ensures that the next model or Blip to enter an adjacent square triggers
the grenade. The plasma grenade explodes with a burst of super-heated plasma, effecting

109
the whole section, plus any square adjacent to the grenade. Roll for each model or Blip as if
attacked by a normal plasma grenade from the Marine Captain's built-in grenade launcher.
The detonation is over in a flash, so plasma grenades do not block the line of sight or
movement.

The mission description states how many Marines have plasma grenades and how many
they have in stock.

RUBBLE
Rubble does not block LOS but it hindes movement through it. It costs an additional +1 AP
to enter a rubble space, i.e. a Marine pays 2 APs to enter a rubble square.

When a Marine fires a storm bolter or an assault cannon burst at a target in or behind a
rubble square, there is a chance the shot is deflected by the rubble. On a 5 or 6 on a D6 the
shot is deflected and has no effect. If the shot passes through or into more than one rubble
pile, the other player rolls for each.

He does not get to roll if the shot passes diagonally next to some rubble unless the other
diagonal is blocked, too. Rubble has no effect upon other types of attack. Also rubble
cannot be destroyed or cleared away.

Some missions allow one or both players to place rubble counters.

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DEATHWATH: OVERKILL AND ADDITIONAL FORCES

This chapter presents rules for additional forces from the original Space Hulk extensions,
especially Genestealer, and Space Hulk Campaigns book. There are also rules and house
rules to use all Genestealer Hybrid Cult components of Deathwatch: Overkill.

GENERAL RULES FOR ADDITIONAL FORCES


Mirror-Matches
Sometimes, more often in mirror-matches, a mission doesn't state which side begins. Flip a
coin to see which player begins the game.

Interrupting Play
The enemy player can interrupt a player's turn whenever he wants to fire from Overwatch,
spend command points, dispute line of sight and so forth. A player who interrupts his
opponent's turn to spend CPs must stop the clock the moment he does so. When a player's
turn is unterrupted for any reason, he has the option of immediately stopping the timer.
The moment the interruption is over, he restarts the clock.

Endphase
In some games the enemy player fields section effect weapons. In your endphase, remove
all of these effects, which have been placed in the enemy's last turn. If he uses a timer,
determine his time limit and start the timer.

Overwatch Fire
Overwatch does not take effect until the beginning of the enemy player's turn. This means
that if a model is placed in Overwatch but before the end of the turn, the enemy player
spends CPs to perform an action in the model's LOS and fire arc, the model does not get to
fire at the enemy model performing an action.

Overwatch also always takes place after the enemy action is complete it is not
simultaneous. If the enemy model is killed by a first shot, it doesn't get to shoot it's dead
before it can make an Overwatch response.

111
Using CPs to react to enemy fire in the oppoent's turn
If a model is fired upon by another model, the attacked model is allowed to spend CPs to
turn and face his attacker. He now (usually) has LOS to the opponent and can react
normally to his actions with remaining CPs.

This is the only exception to the rule that a model cannot spend CPs during his opponents
player's turn without having LOS to the opponent performing an action. It applies to both
target and section effect weapon fire. It only applies to psychic attacks if the attacked
model is a psyker himself other models aren't attuned to the psychic emanations of the
attacking psyker and cannot pinpoint it without LOS.

Close Assault with a Weapon


If a model is armed with a weapon that can be used in close assault, such as a chainsword
or bolt pistol, it receives a bonus to its dice roll. This bonus partly offsets its nomal penalty
it doesn't replace the penalty (so a weapon with a +1 bonus means a Hybrid with a
normal 2 penalty has an overall 1 modifier).

Attacking models of your own force


A Space Marine would never even consider firing at a Genestealer if it meant destroying
another Brother Marine. However, it's worth pointing out that this rule does not apply to
Genestealers. They'll sacrifice themselves without hesitation, for the survival of the brood.
Treat other forces like Genestealers.

CHAOS SPACE MARINES


The Timer
A player's time limit is based on how many models he has remaining on the board at the
end of his enemy's turn, and how many Captains and Sergeants are leading them. Use the
table below to calculate the time limit. The 30 seconds penalty for a squad that has lost its
Sergeant applies regardless of how many Space Marines are left in the squad it obviously
doesn't apply to squads that didn't have a Sergeant in the first place (e.g. those led by a
Captain).

Space Marines in Play Time Allowed


5 or less 2.00
6-10 3.00
11-15 4.00
16 or more 5.00

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Each Captain present +0.30
Each Sergeant killed 0.30

The minimum time allowed is 1.30 regardless of the number of Space Marines and
Sergeants.

Mission Generator Campaign


Playing the Missions

If playing the mission generator campaign, each player should design a complete force
costing 125 points and then play through the scenarios one at a time, skipping Raid and
Breakout. If you play a single scenario, roll on the Force Table. Each player designs a force
from his own force list.

In any mission in which the Imperial player is trying to destroy a number of Genestealers,
he gains victory by wiping out the Traitor force.

Imperial Space Marines are deployed normally. Traitors enter play at any of the Genestealer
entry areas in the same way as Genestealers except they come on the board as models
rather than Blips.

If there are no special rules for reinforcements, roll the number of Traitor models that enter
each turn in the Force Table:

FORCE TABLE
D6 Total Points Traitor Reinforcements
1-2 20 2
3-4 25 2
5-6 30 3

Ambush Counters

The Traitor player can only use an ambush counter if he has not yet deployed all his Space
Marines. When doing so, he must place one of his models to one side. It cannot be
deployed until after the counter has been converted.

When the ambush result counter is drawn, if it is a Genestealer, the reserved model is
deployed instead. If not, the model is now free to be deployed as usual at an entry area in a
subsequent turn.

Combi-Bolter

Traitor Terminators use Combi-Bolters. They roll like Bolters but may also use the Combi-
Weapon while shooting. This does not cost additional APs. Use the rules fr basic weapons

113
from the Streamlined Hybrid Stats and Weapons of the Deathwatch: Overkill Hybrid House
rules.

GENESTEALER HOUSE RULES


With the presented rules, you can use models from Deathwatch: Overkill in Space Hulk,
including the forces of the Ghastly TruthPatriarch Ghosar the Ghosarian and founder of
the Trysst-Dynasty and the Cult of Ghosar Quintus before founding the cult or after
escaping its destruction and having joined the forces of another Brood, Cult or Tyranid
army.

Lictors
Like Genestealers Lictors are vanguard creatures of the Tyranid swarm and operate together
before a Tyranid invasion. Use the rules for Broodlords. Instead of placing a 3-Blip, you
may place a Lictor or a Lictor ambush counter. Like the Broodlord the Lictor ambush
counter has 9 APs. If it is no false alarm you can place the Lictor. If you have no Lictor
model use a Broodlord model and assume it has heavily evolved biomorphs.

Genestealer Familiars
Familiars are psychic emanations from the cult's psychic link, which are shaped after the
nature of the cults believes and symbols. Unlike chaos demons they don't inhabit warp.
They come into being spontaneously, in times of danger or if the patriarch focuses his will
towards a special part of the cult's psychic link, mostly in the vicinity of the cult's psychic
foci, its symbols, ritual places or psykers.

Familiars can be used as models for Psykers with Psychic Blasts or without any other
weapons (and ranged attacks). They follow the rules of Hybrids.

Genestealer Ephebes and Heavy Genestealers


Sometimes Broods have special forms of attacks. Often relatively young and old Stealers
use different attack behaviours, in other cases so called beta strains develop.

Genestealer Ephebes

Genestealer Ephebes are either young or specialised Stealer strains like Vectori strains.
Sometimes they are Promachs from a different hive which have joined the Brood only
recently. If you have models of sprinting Stealers (like the ones from Deathwatch: Overkill,
or simply use the standup markers from the end of this book), you can play with this rule

114
for Stealer Ephebes. Once per game before looking under a Blip or determining a random
Blip Number, you can define a Blip as Stealer Ephebes or Promach Ephebes.

Stealer Ephebes have 7 APs but attacking costs them 2 AP. They also have the ability 27-
Feet-Jump: attacking after running 5 Squares straight costs only 1 AP and gives a bonus of
+1. If they are Promach Ephebes, they also follow the rules for Stealer Promachs.

Heavy Genestealers

Heavy Genestealer are either specialised Stealer strains like Adrenal strains or experienced
individuals from the generation of the Brood's Broodlord or Patriarch. Although being the
same age they did not gain fundamentally new powers, as they couldn't foster on the
psychic link in the same amount. Sometimes they are Promachs from a different hive. If you
have models of the old, stout Genestealers, you can play with this rule for Heavy Stealers.
Once per game before looking under a Blip or determining a random Blip Number, you can
define a Blip as Heavy Genestealers or Heavy Promachs.

Heavy Genestealers have only 5 APs, but they receive +1 to


each attack die. If they are Promachs, they also follow the
rules for Stealer Promachs.

Beta Strain Genestealers

Sustained fire bonus does not apply if they are being


targeted.

Rogue Stealer Diadochs and Promachs


Diadochs: Diadochs are former Broodlords or Patriarchs who found their way into the
ranks of the Cult. They survived the extinction of their Broods or Cults or were spared from
the consumption of their former Broods by the Hive Mindsometimes multiple times. Many
Diadochs are much more older than the Patriarchs of their adopted Brood, they are often
more experienced in battle or have an important understanding of leading a Brood or Cult.
Diadochs do not lose the intelligence and grade of consciousness they gained within the
decades of being the psychic focus of their former Broods or Cult, neither do they lose their
memory or experience. Instead they become minor psychic focusses of the new cult,
allowing it to grow even larger.

If you are playing with Psykers, when a Blip shows a psyker level 4, you can try to convert
this Blip to a Diadoch. Roll a die and add the number of the round: If this equals 10, you
can place the Diadoch instead of the hybrid psyker. If you fail the roll, you can't try again.

When the Diadoch enters play define whether he uses the rules for a Patriarch (including
psychic shock when he dies) or a non-psychic Broodlord.

Promachs: These are Genestealers of other hiveminds. If you have distinguishable models
from a different Hivemind (like Genestealers from Editions 1 and 2, which are different

115
than the ones from Edition 3 and 4), you can play with these as Promachs. Promachs are
often the remnants of other Broods who lost their Broodlord or Patriarch and survived the
following psychic shock. When the psychic signal of this shock lead other Broods or Cults
to them, they joined them. Others were exchanged from another hive mind or cult, when
another extensive Hybrid cult organizations or Stealer vanguard was met.

Promachs have a slightly weaker psionic link to themselves and to the psychic link of the
cult. They tend to behave a bit more individually and autonomously. Promachs often form
groups with members of their own brood, adopt individual Stealers from other broods and
hive minds or form longstanding new brood-like groups comprised only of Stealers from
complete different hives. Most time they operate way in front of the cults or hive minds
other forces. Often they develop unique strategies which are then taken on in the cult or
hive mind forces.

Before looking below a Blip or determining a random Blip Number, the Stealer player can
declare them Promachs. He puts the Blip away. He then gets as many CPs as under the
Blip 1 that you can only use for Genestealer Promachs in play. The Marine player tracks
the CP usage of the Stealer. At the beginning of the Stealer player's next round he shows
the Promach Blip number and may place as many Promach Stealers 1.

You can also define these Stealer Ephebes, Stealer Elders or Beta Strain Specimens.
Promach Ephebes, Elders and Beta Strains Promachs count as Promachs in this rule. Only
3-Blips can convert to one of these Stealers.

GENESTEALER HYBRID CULTS


Extended Hybrid Blip Set
At the end of this book is an expanded Blip set from the Genestealer extension to print-out
and use in play with Space Hulk 3rd and 4th edition. This part introduces the rules for
these components and additional forces. You can use the marked Blips instead of models if
you haven't got any appropriate models.

If you're using the expanded Blip set, simply mix the new Blips in with your original set
and draw from the Blip cup as you normally would.

If you're not using Hybrids in a mission, just play with the original Blip set. Separating the
original Blips from the expanded set is easy. Just remove any Hybrid Blips or Blips larger
than 3 Stealers. There are 22 Blips in the original set and additional 16 Blips in the
expanded set, a total of 38 Blips. The mean result of the Blips is still 2 Stealers but every
fourth Blip converts into an additional Hybrid.

A Hybrid Blip follows all the normal rules for Purestrain Blips. Like a Purestrain Blip, it has
6 APs and is attacked as if it was a single Purestrain Stealer. However Hybrids may use
technology. They use ranged weapons and can often operate or carry objects like Marines.
Though they may never carry objects off the map. Some Hybrids are psykers too. A Blip

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however has no psychic powers, even if it represents a Hybrid psyker this is important
when a Blip is attacked by a psychic section effect which doesn't convert it.

If you're playing a game using the mission generator and the force lists, work out the new
Blip list before either player bids for the Marines. You can have some of the lettered Blips
represent 4 or more Purestrains or use different heavy weapons or varying amounts of
psykers. If you're playing a game without Librarians, you could decide to keep the
expanded Blip set but have none of the Hybrids psychic.

Hybrid models
Once a Hybrid Blip has been converted to the appropriate model, the Hybrid only receives
4 APs each turn. Hybrids have their own AP costs for movement these are similar to a
Purestrain Stealer's, except it costs an extra 1 AP for a Hybrid with a heavy weapon to turn
90 or 180.

Unarmed Close Assault


Hybrids get a single die with a 2 modifier. A Hybrid with a close assault weapon receives a
close assault modifier against opponents in its front or side squares and loses its negative
modifier. Unlike Marines, Hybrids don't get the option to parry.

Hybrid Psykers
Hybrid psykers have no CPs and therefore can never make psychic attacks during the
enemy's turn they can still play force powers and Aura powers as these don't count as an
action and cost no APs.

To use any sort of psychic power, including force powers and Aura powers, Hybrid psykers
must be converted to models.

A Hybrid psyker who is still a Blip when it becomes the target of a section effect attack
can't dispel the attack even if the Stealer player has the relevant cards. If the attack has a
model effect, the Blip is converted before the attack is resolved and the Hybrid immediately
gets the chance to play a psychic power in defence.

Hybrid Magus
If the Magus is included in the Blip set, he increases the Stealer player's hand of psychic
powers to 5. It has no cumulative effect to use a Magus and Patriarch together. The limit is
still 6 powers from the Patriarch.

If a Patriarch dies, the psykers of the Stealer force are reduced to level 2. Magi are more
powerful and resilient they remain as 4th level psykers even if their Patriarch is killed.

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Hybrid Psyker and Patriarch Ambushes
Missions sometimes allow you to use ambush counters to bring Hybrids, psykers or even
Magi and the Patriarch into play.

There are several procedures. If an ambush counter turns out to be a Stealer, draw a Blip
immediately. If this Blip is from the expanded Blip set use this instead as the outcome of
the ambush counter conversion.

In other cases the mission may predefine every positive ambush counter to represent a
Magus or even a Patriarch if none of them is in play yet or a psyker. The hand of
psychic powers increases to 5 in case of a Magus or 6 in case of a Patriarch. It is decreased
when the Magus or Patriarch is killed, in addition to the psychic shock which is caused by
the death of the Patriarch. (See extended psychic rules.)

There can never be more than one Patriarch in the whole game, and while there may be
multiple Magi in the Stealer force, it may be that only one Magus is allowed at a time. If this
is the case, additional ambush counters either are forbidden or if not, they represent Hybrid
psykers.

Also, sometimes the maximum number of Magi for the whole game is limited.

Bear in mind, a Hybrid still has only 4 APs upon conversion and may find himself unable to
act if you spent too many APs moving the ambush counters before conversion.

As a house rule with the rules from above a Stealer player may voluntarily convert an
ambush counter.

DEATHWATCH: OVERKILL HYBRID HOUSE RULES


Streamlined Extended Hybrid Blip Set
If you are playing with Genestealer Hybrids, you have new Blips indicating the type of
Hybrid. Conveniently, there are three types of Hybrids, as there are three types of Blips, so
it is easily possible to use the rules for the expanded Blip set with your Space Hulk 3E
Stealer Blips.

Take 6 Blip Counters, 2 of each 1-, 2- and 3-Blips. Mark the Blips on the numbered side
with some removable tape. Now these marked Blips count as Hybrid Blips. When
unconverted, they have the same rules as Stealer Blips.

Also there are 4-, 5- and 6-Blips in the expanded Blip Set, two of each type. Use the Blip
Anomaly Rule to simulate the Expanded Blip Set.

When you convert a Hybrid Blip the 1-Blips count as psykers with Heavy Weapons, the 2-
Blips as non-psykers with Heavy Weapons and the 3-Blips as Psykers with Basic Weapons.
Use the flipped Blip as a Hybrid model of the specified type.

118
Ignore the Hybrid psykers if you play without psychic rules. Alternatively you can use the
basic psychic rules house rules (see later).

If you have no Hybrid models, you can use the marked Blips as models. Bear in mind, it
now follows the rules of a model. It has a direction as shown below:

back of model removable mark

right side of model left side of model

front side of model

Once a Hybrid Blip has been converted to the appropriate model, the Hybrid only receives
4 APs each turn. Hybrids have their own AP costs for movement these are similar to a
Purestrain Stealer's, except it costs an extra 1 AP for a Hybrid with a heavy weapon to turn
90 or 180.

Streamlined Hybrid Stats and Weapons


Hybrids are easier to kill than the Purestrain brethren they do not have the thick carapace
armour of a Purestrain to protect them. In the original rules there are separate scores for
ranged weapons and psychic attacks to kill Purestrains and Hybrids, with the scores needed
to kill Hybrids being lower. Playing with new models and various new weapons makes it
necessary to use tables. With the house rule below for simplified stats you can omit them and
speed up play. The effect is nearly same. (Storm bolter: 75% kill rate at first shot vs. 76.7%
with house rule, 88,9% with first sustained fire shot vs. 80% with house rule, AC: 96% kill
rate with first shot vs. 91% with house rule, Flamer: autokill vs. 97% kill rate with house rule,
Plasma Grenade Launcher: 83% kill rate vs. 75% with house rule.)

For each shot at a Hybrid roll as if you shoot at a Stealer but if you miss, you may simply
roll all weapon dice a second time to see if the target is killed. You even have the second
roll, if the first roll is a jam or malfunction. The only exception to this is the storm bolter: it
has three rerolls per shot if firing at a Hybrid!

You may use the Hybrid paper cut-outs from the end of this book. Alternatively, use the
following simplified stats for hybrid weapons if using marked Blips or Deathwatch:
Overkill Hybrids:

Superheavy Weapon (e.g. Heavy Plasma Gun also known as Plasma Cannon, or Grenade
Launcher with Melta Bombs) or Psychic Blast Level 3: If a mission states that a Hybrid has
a Superheavy Weapon, treat it like the Heavy Weapon from below but if you shoot it as

119
section effect weapon, it costs 3 AP to shoot and still kills everything on a 2+. It then must
recharge a full round.

Heavy Weapon (e.g. Missile Launcher with Supercrack and Frag Missiles or Heavily
Modified Mining Laser, Grenade Launcher) or Psychic Blast Level 2: Kills on 2+ or has
non-lasting section effect and kills on 6+. 2 AP to shoot. Unlimited Range, no move and
fire, no Overwatch or sustained fire.

Basic Weapon (e.g. Plasma Gun or Autogun with Crack Munition and Full Auto) or
Psychic Blast Level 1: kills on 3+, may use Overwatch with 4+, 12 squares range. Shoots
every second round. Move and fire. No sustained fire.

For convenience when designing your missions, we've included a standard Blip list for
Hybrids:

Blip Type of Hybrid (with simplified rules)

A Psyker with heavy weapon or Psychic Blast Level 2


B Psyker with heavy weapon or Psychic Blast Level 2
C Psyker with heavy weapon or Psychic Blast Level 2
D Non-psyker with heavy weapon
E Non-psyker with heavy weapon
F Non-psyker with heavy weapon
G Psyker with basic or close assault weapon*
H Psyker with basic weapon, Psychic Blast Level 1 or or close assault weapon*
I Psyker with basic weapon, Psychic Blast Level 1 or or close assault weapon*
J Psyker with basic weapon, Psychic Blast Level 1 or or close assault weapon*

*If you draw a Basic or Close Assault Weapon Blip, you choose the Hybrid's armament
when it's placed on the board as a model, not when you draw the Blip.

Expanded Blip Set Lists


Many missions use different Hybrids. You can also emulate them. Originally, there were 10
Hybrid Blips, lettered A-J. The mission description then keyed each letter to a Hybrid type.
If you play a Mission with special Hybrids, e.g. Hybrids with heavy plasma guns, roll a die
upon conversion. On a 5-6 you can define the letter of the Blip, but it must lie in its letter
range. The letter range for the three Blip types are as follows: 1-Blips: A-C, 2-Blips: D-F, 3-
Blips: G-J. Alternatively you can map the whole range on a die roll: e.g. you draw a marked
1-Blip, it's an A-C-Blip. Roll a die: on a 1-2 it's A, 3-4 it's B and on 5-6 it's C.

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Components from Deatwatch: Overkill
Primus

In each campaign you have one Primus. Instead of any Hybrid Blip you may take the
Primus once per game. If he dies, you can't take him in other missions of the campaign. In
close assault the Primus rolls 1 dice and subtracts 1. He is armed with a Basic Weapon. As a
tactician he may use one Command point per turn, even in the Space Marine round. Also he
counts as a Standard Bearer. When resolving a close assault in his section, he lets other
Hybrids win the close assault on a tie.

Aberrants

Aberrants roll like Beta Strain Stealers resisting damage. In Close Assault they roll 1D1.
Attacking Abberants may add Action Points before rolling. Each Action Point gives +2. If the
opponent has a result of 6 or more the Aberrant instantly dies even if he would have won.
They are armed with Mining Picks or Hammers and have no ranged weapons. You can
place an Aberrant instead of any psyker with basic or close assault weapon.

Hybrid Armament

Mining Laser: Counts as Heavy Weapon with the simplified rules.

Autoweapons: Count as Basic Weapons with the simplified rules.

Grenade Launcher: Counts as Heavy or Superheavy Weapon with the simplified


rules.

GREY KNIGHTS SQUAD - 15 POINTS

GREY KNIGHTS
Grey Knights traditionally operate in squads
of five: one Sergeant and four Marines. All
are armed with Nemesis force weapons and
Aegis suits of Terminator amour.

All Grey Knight Teminators are psykers. You


should decide what levels of mastery they're 1 Grey Knight with Terminator armour and nemesis force
weapon
going to be dependingon the mission you're
playing. If you want to keep things simple, OPTIONS POINTS COST
there's no reason why you shouldn't have Add Grey Knight Sergeant with 27 with
Terminator armour and nemesis Deathwing
them all as 4th Ievel of mastery although this force weapon and psychic master psychic rules, 33
would be an unusually stong squad under level 3 with extended
psychic rules
nomal circumstance. Increase Grey Knight's or Sergeant's 3 with Deathwing
level of psychic mastery (max. 4) psychic rules, 5
with extended
psychic rules

121
Nemesis Force Weapon INQUISITOR - 4.5 POINTS

Whatever their shape, all Nemesis


weapons have the same basic
design and function: the blade is a
powerful force weapon housing a
psi-matrix attuned to the unique
psychic field of its owner and the
haft or handle contains a modified 1 Inquisitor with power armour, bolter, crack and frag grenades
storm bolter which can be used in
both in ranged combat and close POINTS
OPTIONS
COST
assault. Make Inquisitor psychic level 1, add force weapon and aegis suit 3/13 with
extended
psychic rules
Increase Librarian's or Inquisitor's level of psychic mastery 3 with
Close Assault (maximum 4) Deathwing
psychic
The blade of a Nemesis weapon rules, 5 with
extended
acts as a normal force weapon. In psychic rules
Add Space Marine in power armour with bolter, crack and frag
addition, a Grey Knight who is grenades as retinue 0.5
facing his opponent and forces a Equip Space Marine with heavy or special weapon (flamer with
1 reload) 1.5
draw in a round of close assault Equip Space Marine with heavy plasma gun 4.5
can then reverse his Nemesis Add Space Wolves Wolf Guard Marine in power armour with
bolter, crack and frag grenades as retinue 1
weapon and fire the bolter at his Add Space Wolves Wolf Guard Pack Leader in power armour with
bolter, crack and frag grenades as retinue 2.5
opponent. A Purestrain is removed Add Space Marine Sergeant in power armour with bolter, crack
on a result of 3 or better, and a and frag grenades as retinue 1.5
Equip Space Marine Sergeant with plasma grenades or 8 melta
Hybrid is killed automatically. It bombs 1
costs 0 APs to make this additional Add Librarian (Level 1) with power armour, bolter, crack and frag 3.5/13.5 with
grenades, force weapon, aegis suit extended
attack. psychic rules
Add Tech Marine in power armour with bolter as retinue 1.5
Add Apothecary in power armour with bolter as retinue 2.5
Equip one marine's entire armament with Terminator Armour,
storm bolter and power glove +0.5
Psychic Blast Add Grey Knight in Terminator armour and with force weapon as
retinue 14
A Nemesis wapon can also be Add Dark Angels Terminator with heavy plasma gun 5
Replace storm bolter and power gloves with Llghtning claws or
used by a Grey Knight to focus a thunder hammer and storm shield free
psychic blast. See under Basic Replace storm bolter and power glove with flamer or assault
cannon (1 free reload) and power glove 4
Psychic Power House rules for Equip Terminator with cyclone missile launcher 4
Equip model with standard 1
further information. Equip any Marine with 5 plasma grenades with proximity fuses 1
Equip any Marine with powerfield generator 1
Equip Sergeant with power sword 1
1 or 2 assault cannon reloads 1 each
Grey Knight Sergeants 1 flamer reload 2
Replace 1 Marine's power glove with chain fist 1
Equip any Terminator with a grenade harness and an unlimited
Grey Knight Sergeants are always supply of blind grenades 1
powerful psykers; they are never Replace Inquisitor's force weapon with nemesis force weapon 1
Add artefact for Inquisitor: 1 extra psychic card per round or
less than 3rd level of mastery. increase psychic card hand by 1 or additional Aegis force block 5
They give the Marine player an Add kinetic shield for Inquisitor (5+ save roll on weapons) 2
Equip with grenade harness or built-in launcher in power glove
extra 2 CPs and 30 seconds on the and 10 plasma grenades 2
Add Jokaero Digital Weapons for Inquisitor (+1 CAB) 1
timer for each Sergeant in play. A

122
Grey Knight Sergeant is armed with a Nemesis weapon and gets a +2 bonus to close assault
rolls (rather than the usual +1 roll for a psyker using a force weapon).

ADDITIONAL SPACE MARINE OPTIONS


Inquisitors
The Inquisition is responsible for scouring the Imperium for rogue psykers, mutants, and
alien threats. Inquisitors are granted tremendous power and independence of action: few
imperial servants would dare deny any request made by the lnquisitors. Inquisitors are
answerable to no-one but it and the God Emperor. Many Inquisitors, but not all, are
powerful psychers, wear Terminator Armour, often enhanced or equipped with
experimental force fields or ancient and rare devices, powerful psychichally attuned close
combat weapons and special ranged weapons. Your army may contain one Inquisitor. They
are not part of a Squad and are not under any other command.

Inquisitors have 1 in Close Assault when in Power Armour and +1 in Close Assault when
in Terminator Armour.

High Inquisitorial Authority: Inquisitors roll Command Points of their own: usually they get
2 CPs, but roll a die, on a 5 they get 3, on a 6 they get 4 CPs (1D2, minimum of 2).
Inquisitors may only use Command Points of their own. They may spend them on their
own model or on any other Marine. Any other model of the force may use the normal
Command Points or the Inquisitor's Command Points, but no model may use both in one
round.

Retinue: Inquisitors may have a retinue of various marines, but they are not under adeptus
astartes surveillance and may not use normal CPs. Together with their retinue Inquisitors
are the most versatile units.

Push away: Inquisitors and their retinue may move through squares with other non-
inquisitorial Marines but only if they can enter a different free square from there. He then
must pay an additional AP. Pushed models lose Overwatch.

Multiplayer: Inquisitors are one way to play Space Hulk with 3 players. Let one player play
an Inquisitor. The Inquisitor replaces the most costly Space Marine in a mission. If this is a
Librarian, the Librarian is not replaced but changed to a Lexicanian Librarian (level 1). The
Inquisitor players takes the force points of the original model and adds one dice. If he has
less than 4.5 points, he may field the basic Inquisitor model for his available force points or
pledge more points from the marine player. If you are playing the Inquisitor in a campaign,
each successful mission gives him additional force points for further missions. Roll a dice:
1-2 one force point, 3-4 two force points, 5-6 three force points. Roll open and before the
mission, so that everybody knows what is on stack. Also the Inquisitor fields his own force.
Any force points lost are not replenished. Exceptions are only force points of ammunition,
grenades etc. The Inquisitor can dismiss and regroup his forces and reconvert them to force
points after a mission. This way, he may set up newly in the next mission. However: Good

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men are hard to find: an Inquisitor loses one force point per full 5 points costs of a single
model which is dismissed and reconverted to force points.

Inquisitors may leave the mission via the deployment section. If it is not open-ended the
Inquisitor may teleport out at his deployment section.

Then roll two sets of two dice for the Inquisitor mission and keep them hidden until the
end of the game. This are the missions of the Inquisitor. As the missions have to remain
secret until the end of the game, keep track of

1) Genestealer and Psykers killed by him and

2) Turn Number

Also mark

3) the Stealer entry area, which is farthest from the Inquisitor model and mark

4) entry areas which he secured once in the game.

5) Artefact and C.A.T.: If the objects are not used in the mission, the Stealer player also
places the artefact and the

6) C.A.T. on any squares on the map which are at least 18 squares away from each other.

The secret missions are:

2 or 5) Specimen Test: Kill 12 Genestealers or 3 enemy psykers.

34) Search for Artefacts: Secure 2 different Stealer entry areas, which are at least 16
squares away from each other.

6) Hold the line: Do not let any Stealer escape the map via the Marine entry corridor, which
the Inquisitor uses.

7) Embark on Mission: The Inquisitor must leave the map through the Stealer entry area
which is the farthest away from him.

8) Use the leader: The Space Marine leader must be kept alive. He may leave the map like
the Inquisitor.

9 or 12) Delaying action: Prevent the Marine side from winning the mission within the first
12 rounds.

10) Retrieve the C.A.T. Any marine may transport the C.A.T.

11) Retrieve the artefact. No marine may transport the artefact.

Triumphator: The Inquisitor Player has a total win, if he succeeds in both his missions
while the Space Marine Player achieves a total win and the Inquisitor is not killed.

Opus Magnum: As above but the Inquisitor is killed.

Trophaeum: The Inquisitor Player suceeded in two of the aforementioned.

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Exemplum: The Inquisitor Player suceeded in two of the aforementioned but is killed.

Approbatorium: The Inquisitor Player suceeded in one of his missions.

Approbator: The Inquisitor Player suceeded in one of his missions but is killed.

Ordalium: The Inquisitor Player did not succeed in any mission. The Marine Player lost. The
Inquisitor is dead.

The Stain of Heterodoxy: The Inquisitor Player did not succeed in any mission. The Marine
Player won. The Inquisitor is dead.

The Sin of Ignorance: The Inquisitor Player did not succeed in any mission. The Marine
Player won. The Inquisitor is alive.

Cyclone Missile Launcher


The cyclone missile launcher is a devastating, shoulder mounted missile launcher. Because
of the dense and unstable environs of the inside of a Space Hulk, where the highly
explosive ammunition may cause explosive decompression, it is only suited in special
situations. A Terminator Heavy Weapons or Command Squad may contain Cyclone Missile
Launchers. It costs 2 APs for a CML to fire. They are equipped with 6 crack missiles and 6
frag missiles. In one fire action they may fire any amount and combination of the missiles at
the target. Crack missiles target a square and kill on a 4+. Frag missiles target a section and
kill on a 6+ and block movement and LOS. Alternatively you may load a single CML with
Web missiles. It still has 12 missiles but fires 6 in one volley. With each volley they block
one square for the remainder of the game.

Standard Bearer
A Terminator Command Squad may contain a Standard Bearer. When resolving a close
assault in a section with a Standard Bearer, he prevents an Apothecary to lose on a tie and
lets other Space Marines winning the close assault on a tie.

Apothecary
A Terminator Command Squad may contain an Apothecary. The Apothecary may apply
narthecium each time a Space Marine dies, so long as that Space Marine is whitin one of the
three forward squares of the Apothecary and not blocked. Roll a dice; on a 4-6 the
narthecium has succesfully healed the Space Marine. Apothecary ability does not work
against psychic attacks. When resolving a close assault involving an Apothecary, the
Genestealer side wins the close assault if the scores are tied, unless the Apothecary is in the
same section as a Standard Bearer, in which case neither side wins.

125
Tech Marines
Tech Marines may unjam or reload any other Marines weapons if this marine is in the Tech
Marine's front square, showing him his side with the weapon. Tech Marines only pay half
the Action Points (round up) for Actions when operating machinery. They have also
additional actions: Tech Marines may repair damaged C.A.T. units for 4 APs, and may open
sealed Bulkheads for 3 APs. They may convert a door, bulkhead, crate or rubble into a
barricade or rubble in his front square for 4 APs, provided the square is unblocked. A
barricade can be destroyed into a rubble - and rebuilt into a barricade but it can't be rebuilt
into what it was before. Tech Marines may also fuse doors for 4 APs. Those doors can't be
open but must be destroyed. Techmarines are equipped with scanners. The marine player
can scan one Blip for a cost of one AP or CP and additional 1 AP or CP per 6 squares
distance. For an additional point the Tech Marine may equip a powerfield generator.

Chapter Options
Dark Angels: You may replace any heavy flamer or assault cannon with a heavy plasma
gun for free. See the rules for Streamlined Hybrid Stats and Weapons.

Space Wolves Wolf Guards: For 1/2 Point you may upgrade any Space Marine to a Wolf
Guard Marine or Sergeant to a Wolf Guard Sergeant. For an additional 1/2 Point you can
upgrade one Wolf Guard Sergeant to a Pack Leader. Wolf Guard Marines have +1 in close
assault, Sergeants and Pack Leaders +2. Pack Leaders also have 5 APs.

Ultramarines: For 2 Points an Ultramarine Captain may use a plasma blaster. They are like
storm bolters but kill on a 5. Plasma blasters are too slow to be used in Overwatch.

Deathwatch: For 5 Points you may upgrade a squad to a Deathwatch squad. It may field
Marines of any chapter.

SPACE MARINES IN POWER ARMOUR


Armour and Close Combat

Power Armour is more efficient than Genestealer Hybrids Flak armour, but less efficient
than Terminator Armour and Genestealer Carapace. Power Armour is not as resistant as
Terminator Armour.

If a Marine in Power Armour survives a hit, the attacker has immediately an additional
attack roll. All dice have 1 but hit on a 6. This leads to comparable death probabilities as
in Space Hulk 1st edition (storm bolter 1st shot 51.8 % vs original 55 %, 2nd shot sustained
fire 69 % vs original 75 %, 3rd shot 89 % vs 89 %, heavy flamer 94 % vs 84 %, assault cannon
83 % vs 87.5 %, 2nd shot sustained fire 96% vs 88 %).

Marines in Marine Armour throw one dice in close combat, like Terminators, but they
substract 2 from the score. Sergeants are better close combat fighters: they only subtract 1

126
from their dice scores, while Marines with special or heavy weapons will rely on just a bolt
pistol for defence and subtract 3 from their close combat scores.

Space Marines in Power Armour move like Terminators. If they do not wield a heavy
weapon, their mobility in Power Armour allows them to pay 1 AP less when turning.

Weapons

Space Marines are equipped with Bolter and often with Crack and Frag Grenades. Bolters
roll only 1 die and thus they cannot jam in Overwatch. However their sustained fire bonus
only goes up to 4. Space Marines may carry Flamers. They work in much the same way as
the heavy flamer carried by Terminators, but they kill on a 4.

Marines may use Heavy Weapons like Missile Launchers. They may replace them with
Heavy Plasma Guns for additional 3 Points and replace their flamer with Basic Weapons
like Plasma Guns for free. Use the rules from the Streamlined Hybrid Stats and Weapons
rules. They may also use the rules for Standard Bearers, Apothecaries and Deathwatch
squads.

Space Marines may use unlimited Crack and Frag grenades. Grenades use rules of flamer
section effects and captain's grenade launcher with some modifications: It costs 2 AP to
throw a grenade. Grenades target a square up to 2 or 3 squares away, however frag and
plasma grenades may target an adjacent section. Section effect grenades which are aimed
into a section are assumed not to fall through pitfalls.

Crack grenades kill at a 4. Frag grenades target the adjacent section. They kill at a 6, but
Terminators and doors are immune against Frag grenades. Frag grenades block LOS like a
flamer hit but not movement.

With the original rules they also block movement, but this may be too powerful, remember
you have an unlimited amount of frag grenades. Instead if a model wants to enter a section
with a frag explosion roll as if hit. If the hit would kill the modell, it instead cannot enter
the section this turn.

Space Marine Sergeants carry 8 Melta Bombs and unlimited Plasma Grenades. Plasma
Grenades are thrown like crack grenades but roll and behave like the captains grenade
launcher. Melta bombs are like Crack grenades but kill everything on a 2. Place the lower
deck side of a Pit Fall marker in the square. It blocks movement and LOS. Next turn flip the
marker to the Pit Fall hole. Models passing the hole must roll a die and fall through and die
on a 1. Genestealer can move across the marker without rolling.

Terminus

Terminus is a practice common amongst Marines on desperate missions who wish to avoid
capture. Simply put the Marine takes out and primes a frag grenade. The tiny grenade can
be kept in the palm of his hand so that it does not interfere with combat. It won't go off
until the Marines relseases his grip. A Marine can prepare Terminus with a 2 AP action. A

127
frag marker should be placed face-down next to the model. When the Marine loses a round
of close combat, the grenade will detonate. This immediately kills the Marine and his close
combat opponent outright (if susceptible to frag damage). Any other models or doors on
the sameTACTICAL SQUADsuffer
board section a normal frag hit. The DEVASTATOR
- 8 POINTS frag marker SQUAD should- 11be POINTS
turned over to
show that LOS is blocked.
1 Sergeant with bolter 1 Sergeant with bolter, crack and frag grenades
1 Space Marine with flamer (1 free reload) 2 Marines with flamers (1 free reload each), crack and
1 Space Marine with missile launcher frag grenades
7 Space Marines with bolters 2 Marines with missile launchers, crack and frag grenades
5 Marines with bolters, crack and frag grenades
OPTIONS POINTS COST
OPTIONS POINTS COST
Equip whole squad with
crack and frag grenades 1 Equip Sergeant with either plasma
Equip Sergeant with either grenades of 8 melta bombs 1
plasma grenades or 8 melta Equip model with standard 1
bombs 1 Add Apothecary with bolter 2.5
Equip model with standard 1
Add Apothecary with bolter 2.5

CLOSE ASSAULT SQUAD - 5.5 POINTS

HEAVY WEAPONS SQUAD - 4 POINTS 1 Sergeant with bolter


2 Space Marine with flamers (1 free reload each)
2 Marines with missile launchers 2 Space Marine with bolters
2 Marines with bolters
OPTIONS POINTS COST
OPTIONS POINTS COST Equip Sergeant with either
Equip whole squad with crack and plasma grenades or 8 melta
frag grenades 0.5 bombs 1
Equip whole squad with
crack and frag grenades 0.5

128
129
TABLES

ACTION POINTS TABLE


ACTION POINTS ALLOWANCE
Space Marine Terminators and Space Marines in Power Armour, Hybrids
4 APs per model per Activation Phase

Space Wolf Wolf Guard Pack Leaders, Heavy Genestealers


5 APs per model per Activation Phase

Genestealers and Blips


6 APs per model per Activation Phase

Genestealer Ephebes
7 APs per model per Activation Phase
ACTION POINTS COST
Action Marines Genestealer & Hybrids Blip
Move Forwards 1 square* 1* 1 1
Move Backwards 1 square* 2* 2 1
Move Sideways 1 square 2 1
Turn 90* 1*/ 0P 0**/1H
Turn 180 2/1P 1/2H
Climb Ladder 2 2 2
Climb Up Pitfall 3 3
Jump Ladder Hole or Pitfall Down 0/1*** 0/1*** 0/1***
Stand up 2
Fire Storm Bolter 1
Set Overwatch Fire 2
Clear Jammed Bolter 1
Fire Flamer 2
Flamer Self-Destruct 1
Thunder Hammer Self-Destruct 1/0****
Fire Assault Cannon 1
Full Auto 2
Reload Flamer or Assault Cannon 4
Fire Grenade Launcher 1
Close Assault 1 1/2E

130
Open/Close Door 1 1 1
Destroy Door with Chain Fist 1
Destroy Bulkhead with Chain Fist 2
Use Psychic Power 0***** ?
P Space Marines in Power Armour without Heavy Weapons
H Hybrid with a heavy weapon
E Genestealer Ephebes
* Marines with move-and-fire-weapons may shoot after action for no additional costs.
** If a model makes two 90turns in a row, its really making one 180turn, and must pay 1 AP to do so.
*** 0 APs if the player announces to jump down when model enters square, 1 AP if it jumps down after entering
the square.
**** 0 APs if used instead of defense roll while being attacked from front or sides and.
***** Psychic Powers cost no APs and can be used anytime in the own round, but a maximum of one power per
psyker.

WEAPON REFERENCE TABLE


Range Area of Roll to Kill/ Sustained AP Move
Weapon /OW Effect Dice OW OW Ammo Fire Cost and Fire Special
Assault Cannon UL/12 Target 3 5, Bulkhead 6 yes 10 yes/2 1 yes Reload 4 APs
Full Auto UL Fire Arc 3 3 no 10* no 2 no Reload 4 APs, uses 5
Ammo, can't affect
Bulkheads
Malfunction Section auto, Bulkhead
5
Bolter as Storm Bolter but only 1 dice, no jam, sustained fire up to 4
Built-in Plasma 8 Section 1 Stealer/Blip 4, no 10 no 1 no falls through pits on 1-2
Grenade Door 5,
Launcher Terminator 6
Cyclone Missile as Heavy Weapon Template (see below), 6 Shot Ammunition of each type of shot, may fire multiple
Launcher Missiles per fire action
Flamer as Heavy Flamer but kills on 4, no Self Destruct
Heavy Flamer 12 Section 1 2 no 6 no 2 no lasting effect, blocks
movement and LOS,
Reload 4 APs, can't
affect doors and
Bulkheads, ignores
Pitfalls
Self Destruct Section auto, Bulkhead 1 affects doors
5
Plasma Blaster as Storm Bolter but kills on 5, no Overwatch
Storm Bolter UL/12 Target 2 6 yes UL yes/3 1 yes jam, can't affect
Bulkheads
Terminus as frag grenade but costs 1 AP and triggers on lost Close Assault
Thunder Section auto, Bulkhead 1
Hammer Self 5
Destruct

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Range Area of Roll to Kill/ Sustained AP Move
Weapon /OW Effect Dice OW OW Ammo Fire Cost and Fire Special

Templates
Basic Weapon Template
Auto Gun Full 12 Target 1 3/4 in OW yes UL no 1 yes 1 round recharge
Auto, Plasma
Gun
Heavy Weapon Template
Missile UL Target 1 2 no UL no 2 no
Launcher,
Mining Laser
Section effect UL Section 1 6 no UL no 2 no non lasting
shot
Superheavy Weapon Template
Grenade as Heavy Weapon Target effect shot
Launcher,
Heavy Plasma
Gun
Section effect UL Section 1 2 no UL no 3 no 1 round recharge
shot

Grenades and Bombs


Crack Grenade 2-3 Target 1 4 no UL no 2 no can't affect Bulkheads
Frag Grenade 1 Section 1 Stealers/Power no UL no 2 no lasting effect blocks
Section Armour LOS, don't fall into
Marines 6 pitfalls, can't affect
doors, Terminators or
Bulkheads
Melta Bomb 2-3 Target 1 2 no 8 no 2 no Blocks movement and
LOS, then creates Pit
Fall, models fall through
it on a 1
Plasma Grenade 1 Section 1 Stealer/Blip 4, no UL no 2 no non lasting, don't fall
Section Door 5, into pitfalls, can't affect
Terminator 6 Bulkheads

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MISSIONS

PLAYING CAMPAIGNS
In the next pages we present single missions and campaigns. The missions of campaigns
can be played together as a single, larger engagement. Ideally, you should play through
them each once as they are described in their briefings before attempting to run them
together.

Some campaigns vary missions depending on the outcome of prior missions. Because of the
nature of the campaign, it is neccessary in this case to play each mission out until all
Marines are either dead or have moved off the board, even if the Marine player has already
fulfilled his victory conditions.

USING STANDARD COMPONENTS


If you are playing missions of the 1st edition of Space Hulk with the components of 3rd
sometimes you have to modify the missions.

All missions assume you use Space Hulk 4th edition and are built to be as similar to the
original missions as possible. Although the tiles sections of Space Hulk 4th edition and 3rd
edition are similar, sometimes it's not possible to recreate a mission with the components of
Space Hulk 3rd edition. In this case we provide a nearly identical map, restricting changes
to the parts of the map which are tactically the least relevant. We will also give a
description, if it is possible to achieve a more thruthful map with two sets of Space Hulk 3rd
or 4th edition or mixed.

Whenever a missions states the usage of two standard squads, the second squad consists of:

One Space Marine Sergeant with storm bolter and power sword.

One Space Marine with assault cannon, power glove and 1 assault cannon reload.

One Space Marine with storm bolter and power glove.

One Space Marine with storm bolter and chainfist.

One Space Marine with thunder hammer and storm shield.

If there are Marine constellations that cannot be reproduced with Space Hulk 3e
components, convert the Marines you can't use in force points and rearrange your force.

If a mission allows for more Marines than are contained in the standard game, the Space
Marine Player may convert the units in excess and teleport additional units up to the force
points into the deployment area of the Marine player.

133
In these cases the Stealer player may place an Ambush Counter, Anomaly Blip, a Burrowing
Stealer, a dormant Genestealer Blip or Genestealer Ephebes or Heavy Genestealers (if he
has the models) once per game. Also whenever a mission allows ambush counters,
burrowing Stealers are also allowed. The mission description will state any additional
special rules for the specific missions, e.g. using assault cannons instead of heavy flamers
for mission objectives.

+ + SIN OF DAMNATION
The chance sighting of a Hulk, apparently inert, and travelling through realspace, was the
first since the disastrous Blood Angels engagement under Captain Mentage, who died in the
fighting, now over six hundred years ago (996.M40). Humanity was very lucky to be alerted
to the second vessel before it reached its apparent target, Maelstrom VI, an isolated
terraformation project at the very fringe of the Segmentum Obscura in 589.M41. As with its
predecessor the Hulk was completely dormant, radiating only on the visual spectrum, and it
was an easy candidate for a thorough reduction by nuclear bombardment.

Despite the Blood Angel's earlier near-annihilation, and their negligible reduction of the
Genestealerst'oal forces, it was decided to attempt another boarding action. By personal
command of the Emperor, this honour was given to the same Chapter. The news of the
Emperor's order was greeted with peeling bells, and earnest prayer. The Blood Angels had
been given a second chance.

The first stage of the operation was a thorough scan. As such a scan could only pick up
details of the vessel's peripheral aras, one intrusive element was incorporated. An
autonomous Cyber Altered Task (recon) Unit (C.A.T) was teleported to the outer decks,
programmed to move down into the vessel's inner levels to observe and analyse the Hulk's
computer systems. From analysis of the first data, cross indexed from reports following the
first boarding, it was estimated that the ship contained in excess of 42,000 dormant
Genestealers.

Even with improved tactics, the entire Chapter could not hope to destroy even a fraction of
this force. The Marines' only hope lay in the fact that the bulk of the alien forces seemed to to
take some time to come out of hibernation. It was decided to launch a a first wave of one
hundred marines, all in full Terminator armour and arranged in squads of five Marines -
one tactic that was successful in the earlier engagement. Their objective was simple, either to
disable the cryogenics, or to introduce lethal toxins into the chambers, killing the
Genestealers as they were re-activated. Only when this was achieved would the remainder of
the Chapter be sent on board. The mission would be overseen by a command team in a
separate module. Standing off at a distance of two parsecs were the Gothic Class
Battlecruisers Intolerance, Indestructability and Righteous Power. If the vanguard failed, the
vessel would be fusion bombed, down to a fine powder. The overall leader was Michealus
Raphael, the Chapter's lmperial Commander.

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MISSION ONE: SUICIDE MISSION
Mere seconds before the Chapter's vanguard crashed aboard the vessel, the first wide spectra
scans were made. The ship was bombarded with a flash of radiation, giving the first detailed
views of its inner layout. The
initial analysis located a
DOOR
number of escape-pod
MARINES DEPLOY
clusters, dotted around the
vessel's outer levels. In the GENESTEALER
ENTRY AREA
earliest engagement large
numbers of Genestealers had
attempted to escape into
space. The largest escape
cluster was situated well
beyond the defensive
perimeter, in the centre of
several larger cryogenic
clusters. Any squad moving
into the area was unlikely to CONTROL ROOM

re-appear, but nonetheless an


attack was launched.

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: A Sergeant with storm bolter and power glove, three
Marines with storm bolters and power gloves, one Marine with heavy flamer and power
glove. (One Sergeant gives 2 minutes and 30 seconds to move.)

Genestealers: Begins with two Blips and receives one Blip reinforcement per turn.

Special Rules
If it's the Marine player's first game he gets 3 minutes to move.

135
DOOR
Victory
MARINES DEPLOY

GENESTEALER The marine player


ENTRY AREA
wins by scoring a
flamer hit on the
Launch Control
Room. The moment
he scores the he
wins and the game
ends. The Stealer player wins when he kills
the flamer Marine or if the flamer runs out
of ammo.

MISSION TWO: EXTERMINATE


The ship's layout was, by now thoroughly
analysed. The likely routes for an alien
advance had all been plotted. The first
enemy attacks would be delivered from the
closeslt cryogenic cluster, a mere kilometre
away from the landing area. A key
junction along this routes would effectively
block the route. Marines were ordered to the
junction, three hundred metres beyond the
projected perimeter defence. Here, it was
hoped, they could cover the beachhead area
by slowing down the rate of enemy
reinforcement. The sweep was finished with
only seconds to spare. By the time the
Marines reported the area secure, several
hundred Genestealers were converging on their position. It was obvious that it was only a
matter of minutes before they were wiped out. Despite the overwhelming odds, they fought
with courage end valour.

Any Genestealer casualties won time to construct the defensive perimeter. This would be
extremely precious to the main force at the beachhead

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

136
Forces
Marines: One full standard squad.

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

Deployment
Marines: The Marine squad begins dispersed. In turn the Marine and the Stealer 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.

Special Rules
Blips 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 players turn,
any Stealers or Blips are lurking off-board, they are automatically lost. Though they doesn't
count for the Marine players victory. In the unlikely event that the Marine manage to block
all entry areas, the Marine player wins immediately.

The Marine player needs to record the number of Stealers he kills. Note that flamed Blips
count for the number of Stealers they represent, but Blips lost lurking off-board are not
counted at all.

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

MISSION THREE: RESCUE


As the Marines moved into position, the Cyber-Altered-Task unit had effortlessly invaded the
Hulk's arcane command systems, in the vulnerable period while they were being powered
up. Within seconds of impact it had amassed all the data it required on the Hulk's cryogenic
systems, both their layout and their security.

The C.A.T. stored this information, disengaged from the computernet and, as programmed,
began carefully working its way towards the outer decks. As soon as the C.A.T. started
moving, it was located by the continuing wide spectra analysis.

Two whole companies were despatched to retrieve the unit. When they were within two
sectors of the C.A.T. rhe first major resistance was encountered. One squad, moving faster
because it was alone, was ordered to fetch the C.A.T.. Contact with the C.A.T. was made with
relative ease, but the Genestealers began closing around. It seemed the Stealers had realised
the C.A.T.'s significance. One squad was ordered to break out and reinforce the returning

137
DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

EXIT POINTS

squad. If the C.A.T. was lost. Raphael would have no


choice but to order the nuclear bombardment.

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

Forces
Marines: Two complete standard squads. Note Special Rules for playing original missions
with standard components.

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

Deployment
Marines: One squad begins in either or both of the shaded corridor sections labelled 'A',
the other at 'B'. One of the Marines in the 'A' section is carrying the C.A.T.

138
Victory
The Marine player wins if he gets the undamaged C.A.T. off the map through one of the
corridors at 'B'. The game is a draw if a damaged C.A.T. is taken off; otherwise the Stealer
player wins.

MISSION FOUR: CLEANSE AND BURN


With the arrival of Techmarine support squads, several key points along the beachhead
perimetet were reinforced, and the Terminator squads provided with vast stockpiles of
ammunition. Terminators with Assault Cannons covered all the important junctions. Each
squad had access to its own vast ammunition stockpile. When the Genestealers launched the
attack on the Marine defence perimeter, all hell broke loose. It was estimated that well over a
thousand Genestealers were involved in the attack. All the Terminators reserves were
committed, including the power armoured Techmarines. In the event, the attack was
repulsed, but only just. The Marines suffered over 50% casualties. As the Genestealer attack
finally subsided, the overstretched command back-up noticed something strange. A group of
Techmarines, showing almost zero life signs, seemed to be moving, away from the perimeter.
The Marines were alive, although only just. Raphael knew that the chapter's Gene seed could
not be allowed to fall into enemy hands. As few as thirty Terminators were left and re-

DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

G GENE BANK

139
organised into six full squads. Four of these were assigned to the cryogenic attack, while two
were dispatched to deal with the wounded Marines. These two squads had neither the time
nor the numbers to attempt to rescue the Techmarines

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.

If the Special Rules for playing original missions with standard components apply, instead
of cleansing the rooms with flamer shots, you may also use the assault cannon and fire a
Full Auto into the room.

Forces
Marines: Two full standard Squads. Note Special Rules for playing original missions with
standard components.

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

Deployment
Marines: Each squad in one of the marked corridor sections.

Special Rules
When one of the target rooms takes a flamer hit it is cleansed, mark the room afterwards
with the flamer marker placed adjacent to it.

Victory
The Marine player wins by cleansing both Gene Banks. The stealer player wins if both
Flamer Marines are killed or runs out of ammunition befor their objective is reached.

MISSION FIVE: DECOY


The ducting cluster identified by the C.A.T. was in a room more than four sectors away from
the Marine's beachhead. As they moved it became obvious that a second wave, much larger
than the first, was beginning to emerge from its cryogenic slumber. Surveillance from the
command module assessed this second force as having a strength of 4.000, while the
remaining 30.000 or more Genestealers were commencing their recovery cycles. By the time
they were within two sectors ofthe target room, the Marine phalanx was down to slightly less

140
than 22 Terminators. The area around the target room was, apparently by coincidence,
occupied by a relatively strong enemy force. The order was issued to sacrifice almost half of
the remaining Marines for a decoy action. If they could draw enough of the enemy away,
the room could easily be taken.

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.

DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

EXIT POINTS

Forces
Marines: Two full standard squads. Note the Special Rules for playing original missions
with standard components.

141
Stealers: The Stealer player begins with three Blips, and gets two reinforcement Blips per
turn.

Victory
The Marine player wins by moving a total of five Marines off the map at the exit point.

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

MISSION SIX: DEFEND


Once the Genestealers had been drawn off, the last two squads were able to move into
position in the target room. From detailed evaluation of the data from the task unit, it was

CONTROL ROOM

DOOR

GENESTEALER ENTRY AREA

142
decided to attempt the toxin attack, rather than trying to power down the cryogenics.
Because of the large dose required, the contamination would take several minutes. The tanks
were placed in line on the ducting, and the contamination process was begun. lmmediately
this happened the Genestealers were alerted to the danger. All their active forces began
moving towards room 123-Alpha-6. lf one single Geneslealer could make it to the duct it
would be disaster. A single rent would dissipate the toxin. Saving the dormant Genestealers.

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 hybernating Genestealers will
be destroyed.

Forces
Marines: Two complete standard squads, the flamer Marines begins with only 4 flamer
shots each. Note Special Rules for playing original missions with standard components. In
this case, the assault cannon Marines start with 4 shots too, but still have their reload.

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.

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 adjescent corridor. If one is fired the ducts are
damaged and the stealer player wins immediately.

If the Special Rules for playing original missions with standard components apply, the same
is true for assault cannons.

Victory
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.

143
MISSION SEVEN: DELAYING ACTION
After the contamination of the Genestealers' cryogenics chambers, the surviving Genestealers
launched a last wave attack against the Blood Angels' peimeter. Raphael feared that further
Space Marine losses might force him to abandon the hulk altogether. To buy some time, an
Ultramarine command unit under the command of Captain Gregorian, temporarily
assigned as observers to the Blood Angels task force, were ordered to launch a raid deep into
Genestealer territory. The details and objectives were left up to the Ultramarines themselves -
all the Blood Angels required was that they delay the Genestealers' attack until a permanent
defensive perimeter - force fields, mines and the like - could be established and the
reinforcements arrived and brought the Chapter's strength up to the point where they could
once more go on the attack.

Early scans of the vessel had


located various pockets of oxygen;
held in by force fields, scattered
about the vessel. Most of the
oxygen chambers in the hulk were
clustered in the centre of the vessel,
near the defunct cryogenic
chambers. The area of the Space
Marine perimeter was relatively
lightly provided with oxygen
chambers: there was only one
within 2000 yards. Ultramarine
Captain Gregorian hoped that if
he destroyed the nearby oxygen
chamber, the Genestealers would
have to waste time returning to the
farther chambers to breathe,
leaving them less time between
journeys to fight - and possibly
forcing them to defeat en masse
nearer to the precious gas.

This was mere speculation. The


Genestealers might be able to exist
for days - or weeks - without
oxygen and might ignore the
attack altogether.

DOOR
OBJECTIVES
MARINES DEPLOY

The Space Marines are attempting GENESTEALER ENTRY AREA


to fight their way through to the EXIT POINTS
oxygen chamber on the other side

144
of the map. The Genestealers are trying to stop them by killing all the Space Marines.

FORCES
Space Marines:

Captain Gregorian with storm bolter, power sword, and power glove with grenade
launcher.

1 Space Marine with heavy flamer and power glove.

1 Space Marine with assault cannon and power glove.

1 Space Marine with lightning claws.

1 Space Marine with storm bolter and chain fist.

Genestealers: One Blip starting force.

Genestealer reinforcements increase as the mission progresses and the Genestealers become
aware of the Space Marine threat.

The number of Blips received as reinforcement depends on the Genestealer turn as follows:

Turn Reinforcements

1-3 1
4-6 2
7+ 3

The Genestealer player should make sure he keeps track of the turns.

The Genestealer player uses the basic Blip set. He may choose to use ambush counters.

SPECIAL RULES
The Space Marines can secure entry areas.

VICTORY
The Space Marine player wins by getting two or more Space Marines off the board at the
marked exit point.

He gains a partial victory if he only gets one Space Marine off the board.

The Genestealer player wins by killing all the Space Marines.

145
MISSION EIGHT: PITFALL DOOR
SPACE MARINE DEPLOYMENT AREA
GENESTEALER ENTRY AREA, TURNS 1-10
While the Ultramarines were delaying the GENESTEALER ENTRY AREA, TURNS 11+
DISPOSAL CHUTE
Genestealer attacks, a small force of AREAS WHERE COUNTERS MAY BE PLACED
Genestealers launched an attack on the
remnants of the Blood Angels Terminator UP
Squads, fourteen men in all. Pitifully weak
compared to the massive assaults of the earlier
actions, with only two hundred Genestealers
taking part, it still came near to overwhelming
the battered Space Marines.

Though the attack was beaten off at heavy cost


to the Genestealers and only two fatalities
among the Space Marine, six men were cut off
from the landing zone. Forming an ad hoc
Squad under the command of Sergeant
Martina, they attempted to fight their way back
to their comrades, but were repulsed, losing one
Marine in the battle. The Squad was forced to
retreat into the bowels of the massive ship.

Not wishing to risk further loss of Marine life


after the battle was won, Sergeant Martina
decided to seek an alternative, safer route to his
comrades. He requested assistance from
Raphael's command crew.

Aboard the command vessel, Lieutenant


LOW
Tarkenson studied the tactical maps of that area
of the hulk, integrating the known and projected
strength of the enemy. He quickly concluded
that any attempt to return to the staging area
was doomed to failure, even if supported by a
sallying-forth from the remaining Marines. He
was about to suggest that the cut-off Marines
attack, and sell their lives as dearly as possible,
when another thought occurred to him.

They were Space Marines, after all...

Objectives
The Space Marines are near to a disposal chute,
designed to vent rubbish into the reaches of
space. If they can reach the chute and dive into
it, they will be able to blast through the chute's

146
doors and exit the hulk. Once outside, they can - unlike the Genestealers - proceed under
their own power to the assault torpedoes, entering via external airlock.

The Genestealers are attempting to destroy them before they escape.

Map
The map represents two different sublevels of the giant space hulk. The levels are virtually
identical, and the upper level is directly above the lower one. Thus, a ladder in a space in
the upper level would lead to the same space on the lower one. The disposal chute can be
accessed via either level.

Special Set-up Rules


Setup the map as shown. Then separate the shadow counters from the others and place
them to one side. Turn the remaining counters face-down and shuffle them together. Each
player, in turn, places one of these counters (without looking at it) in any clear space in any
of the shaded rooms or corridors in the upper level. No more than once counter may be
placed in a single room or corridor section.

After they are placed, turn the counters face up. Then place an appropriate shadow counter
on the lower level, directly beneath the ladders and pitfalls. Shadow counters have no effect
on play: they merely indicate the lower-level squares the pitfalls and ladders open on to.

Forces
Space Marines: The Space Marines begin play with one standard Squad.

Genestealers: For the first ten game turns he has a starting force of two Blips and gets two
reinforcements per turn until he runs out.

Before play begins, the Genestealer player takes any number of Blips totalling eighteen
Stealers, shuffles them, and places them face-down in the box top.

On the eleventh and subsequent turns, additional Genestealers begin pouring into the
attack. Mix all of the Blips not on the map into the box top; from this point on, the
Genestealer has unlimited reinforcements. These arrive at the rate of three per turn.

Deployment
Space Marines: The Space Marines set up on the shaded corridor section on the upper
level.

Genestealers: During turns 1-10, the Genestealers' starting forces and reinforcements may
be placed in any of the entry areas shown on the lower level. During turn 11 and after, the
reinforcements arrive at the entry areas on the upper level.

147
Victory
The Space Marine player wins if he gets at least two Marines into the disposal chute. The
game is drawn if only one Marine escapes.

It is our opinion that the Blood Angels Legiones Astartes have performed with courage and
distinction in the action against the Sin of Damnation, suffering eighty five casualties while
killing upwards of 31,000 of the enemy. It is therefore ordered that all records of their defeat
six centuries ago be stricken from the Imperial history, and furthermore that they be
reinstated in the ranks of the Legions of Honour.

- By Order of the Emperor

148
+ + BROKEN KNIFE'S DUTY
Captain "Broken Knife" Gabriel gave the order and the torpedo blasted away from the
Imperial vessel and into the endless darkness of space. Ahead, the ship loomed largely. The
other torpedoes in this, the tertiary wave, had already docked.

The battered transport ship - identified as the Spore - had dropped out of the warp less than
a week ago and recently had drifted into the fringes of the section of space near the Dark
Angel's headquarters. The news the preliminary reconnaissance team had brought back was
horrible: the ship was overrun with Genestealers.

Gabriel did not possess all data yet - the C.A.T.s were still probing the ship - but all available
data projected that the total annihilation of the ship would be the most prudent course of
action. The obvious paradigm was the operation of the Blood Angels on board of the Sin of
Damnation. Gabriel knew of the events, he studied the mission reports and never questioned
to follow their doctrines. But the situation is different. By now many secrets of the
Genestealer had been uncovered. Not long after he lead a squad onto the space hulk Bringer
of Sorrow many decades before, the connection between the Tyranids and Genestealers
became obvious. And also many decades before that the dangerous Genestealer Hybrid cults
were discovered. Since the plague had nearly destroyed his own home planet, Gabriel
understood the true danger of the Genestealer threat.

When he was studying the intelligence reports, it was the possibility of a log existing on
board the shop, which caught his attention: extremely high. Gabriel made his decision
without hesitation. It seemed Deathwing itself chose this fate - again. Just as under Cloud
Runner's command, whose white armour Gabriel now wore.

Campaign rules
Marine Forces: Play missions One, Two and Three as they stand, noting down which
Marines if any, survive each mission. The survivors of the first three missions are used in
the last three.

In Mission Four, the survivors from the three earlier missions are regrouped together to face
the Genestealer horde. Replace the Marines listed in the original mission breifing with those
listed below:

Group 1: All survivors from Mission One's Squad Gideon, plus Captain Raphael and
Brother Marcus if they survived.

Group 2: The remnants of Squad Gervase and Matthias from Mission Two.

Group 3: Those left alive from Squads Noel and Nathaniel in Mission Three.

For Mission Five, the Marine player should simply use the survivors of Mission Four in
place if those described in the original misson briefing.

If the working C.A.T. is found and retrieved in Mission Five, Captain Gabriel will arrive to
lead the survivors that mission on to Mission Six, replacing the forces listed there. If the

149
working C.A.T. was not recovered, the campaign comes to a close as the Marines are not
aware of the presence of the hidden lifeforms.

Ammunition: Due to the nature of the campaign (ie it's lenght), assume that the Marines
locate weapon caches between each mission. As such Flamer Marines and Assault Cannon
Marines begin each mission with fully loaded weapons and as many reloads as they can
carry (ie one flamer or three assault cannon reloads).

Victory
If this campaign is played as a whole, new victory conditions apply. For a total victory, the
Marine player's forces must have recovered both volumes of the ship's log (at least one of
them must be undamaged) and one of the unknown lifeforms.

A partial win can be claimed if a lifeform or either of the volumes is rescued from the ship.

Failure to recover even a single volume of the ship's log or one of the unknown lifeforms
will leave a stain on the name of Deathwing that a century of heroic deeds will not begin to
remove.

MISSION ONE: ALARM CALL


The perimeter defence had been holding up well under the ferocius Genestealer attack, but it
needed to be totally secure before Gabriel's forces could begin their seach for the log.

Just as Gabriel's forces wanted to begin their search for the log, scanner analyses revealed
an anomaly in Sector Delta Five: Marine casualities in this sector presumend dead had been
left unconscious. But strangely, the downed Marines were not reviving on their own.

Further analyses uncovered a possible explanation: Squad Lucius reportedly stumbled upon
a group of Genestealer-hybrid psykers in an adjacent sector and had eradicated them.
Perhaps they somehow imposed the unnatural state upon the Space Marines.

Captain Raphael and Brother Marcus were send to investigate in sector Delta Five. He soon
confirmed the first unconscious Marines could be awakened and was unharmed. But as
they pierced further into the sector, scanners showed Genestealer forces were amassing
rapidly.

Not long after it became clear this changed the nature of the mission. The Genestealer now
were threatening the defensive perimeter itself. Only by reviving the unconscious Marines
and pulling back did Raphael have any hope of halting the enemy advance.

Objectives
The Marine player is attempting to rescue the unconsciuos Marines. The Stealer player is
trying to kill all conscious Marines.

150
Forces
DOOR

Marines: MARINES DEPLOY

GENESTEALER ENTRY
Conscious:
BULKHEAD
One Captain with storm
bolter, power sword and
power glove and built-in
grenade launcher.

One Marine with


c h a i n fi s t a n d s t o r m
bolter.

Unconscious:

One Sergeant with storm


bolter and power glove.

One Marine with flamer


and power glove.

Three Marines with


storm bolters and power
gloves. ENTRY

Stealers: The Stealers


begin with two Blips and
recieve two reinforcement
Blips per turn.

Deployment
Marines: The conscious
EXIT
Marines deploy in the
marked entry corridor on
the map (with two
squares). The unconscious
Marines begin the game in
each room. The Marine
player and the stealer player take turns placing the unconscious Marines face down in any
room not already occupied by a Marine. The Marine player places first.

Special Rules
The Marine player can secure areas, and the stealer player can use ambush counters.

151
Awakening the Marines: The Marines may be awakened as stated in the rules for paralyse
attacks.

The Timer: The Marine player does not gain the extra thirty seconds for the Sergeant until
he has been revived. The Marines start the game with two minutes and thirty seconds each
turn.

Victory
Each revived Marine is worth 5 points, and each Marine that leaves the board is worth
another 5 points. Once a marine leaves the board, he may not re-enter.

The Marine player wins by scoring 35 points or more. The game is a draw if the Marine
player scores 25 or 30 points. The Stealers win if the Marine player scores 20 points or less.

MISSION TWO: THE SHIP'S LOG


It was a lucky
incidence that the

Spore's log was
located in sector
Delta Five. Squad
Gervase was closest
and was given the
order to retrieve
the object. As it
came closer to
referent Romeo
Seven, Blips started
approaching from
all directions.

Objectives
The Marine player
is attempting to
get the Spore's log
from the control
rooom at the top
of the map and DOOR
bring it back for MARINES DEPLOY
examination. The
GENESTEALER ENTRY
Stealer player is
trying to prevent THE SHIP'S LOG

152
this from happening.

Forces
Marines:

Squad Gervase

One Sergeant armed with a storm bolter and power glove.

One Marine armed with a assault cannon and power glove.

Three Marines armed with storm bolters.

Squad Matthias

One Sergeant armed with a storm bolter and power glove.

One Marine armed with a heavy flamer and power glove.

Three Marines armed with storm bolters and power gloves.

If you use standard components, Squad Matthias consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer and power glove.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter and power glove.

One Marine armed with thunder hammer and storm shield.

Stealers: The Stealers has no forces at the start of the game but receive two reinforcement
Blips per turn.

Deployment
Marines: The two Squads start on the marked corridor. Squad Gervase in the lead.

Special Rules
The Marine player can secure areas. The Stealer player can use ambush counters. Note
Special Rules for playing original missions with standard components.

153
Victory
The Marine player wins if he gets the ship's log back down the start corridor undamaged.
Getting away with the log damaged counts as a draw. Failure to retrieve the log at all is a
Stealer win.

MISSION THREE: SEEK AND RETRIEVE


Further studies revealed that the ship's log that Squads Gervase and Matthias had recovered
was the second of two volumes completed since the Genestealels had overrun the ship. Squad
Lucius was sent into overrun territory to obtain the other volume. Lucius set out and located
the log. But then things were getting confuse. The squad began suffering casualty and
eventually the transmissions from Lucius' squad ended. But apparently Lucius managed to
get hold on the log. Unfortunately his exact position was unclear.

Gabriel knew that this set-back required a resolute reaction. Two perimeter squads were
dispatched to recover the volume that Squad Lucius had failed to retum with.

Objectives
The Marine player must locate and bring back the volume of the ship's log which was lost
by Squad Lucius. The Stealer plyer must prevent this from happening.

Forces
Marines:

Squad Noel

One Sergeant armed with a storm bolter and power glove.

One Librarian, psycic mastery level 1, with storm bolter and force axe.

One Marine armed with a assault cannon, one reload and power glove.

One Marine armed with storm bolter and power glove.

One Marine with lightning claws.

Squad Nathanael

One Sergeant armed with a storm bolter and power glove.

One Marine armed with a heavy flamer, one reload and power glove.

One Marine with thunder hammer and storm shield.

Two Marines armed with storm bolters and power gloves.

154
DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

4 4

**
*

5 5

ENTRY & EXIT

A) If you are playing with Space Hulk 3rd edition, remove the corridor marked with an asterisk
('*') and replace the corridor marked with two asterisks with a corridor of length 2.

B) If you have two sets of 3E and/or 4E, replace the offset crossroad with a room with adjacent
exits.

C) If you use the enchiridion components, do the same (B) but replace the room with adjacent
exits numbered with '4' with a room of 5x5 squares and adjacent exits. This is the original
layout of the mission.

A) B) C)

Stealers: The Stealers begin with one Blip and recieve two reinforcement Blips per turn.

155
Deployment
Marines: The Marine player deplays one Squad on each of the marked corridors.

Special Rules
The Marines can secure areas, and the Stealer can use ambush counters.

Seaching the rooms: The log can only be found in one of the four rooms marked on the
map with 'A' or 'B'. A room cannot be searched while there are live Stealers in it. Searching
a room takes 3 APs. A Marine must enter any square in a room to search it. After a room
has been searched, the Marine player rolls a D6. If the result is 5 or higher in a room
marked with a 'B' or 4 or higher in a room marked with an 'A' the volume has been found.
The Stealer player then places the ship's log counter at any square in that room.

The long search: If three of the four rooms have been searched without finding the
volume, it is automatically in the last room. A Marine must still spend 3 APs in that room to
locate the log.

Returning with the ship's log: All the rules from Mission Two: The Ship's Log apply for
moving, firing and fighting while carrying the volume, as they do for passing the log. It
costs 1 AP to pick up the volume when it is first found.

Victory
The Marine player wins by finding the volume and carrying it through the entry corridor
undamaged. The game is a draw if the log is damaged before being returned to safety. The
Stealer player wins if the volyme is not retrieved.

MISSION FOUR: REGROUP


Squad Noel and Nathaniel were successful, but some Stealers pierced the defensive perimeter.
The ensuing fights were getting more and more chaotic. Squad formations were broken up
and some Marines even were driven out of the defensive perimeter. Only as Captain Raphael
arrived at the perimeter and took over command, he prevented worse not only by hunting
down the last Stealers but especially by systematically closing up to the Marines at the
perimeter and beyond and consolidate them to a coordinated perimeter defense.

Objectives
The Marine player is attempting to move further into the ship by grouping together
scattered Marines and pushing them forward across lightly defended sections. The Stealer
player is simly trying to kill as many Marines as possible.

156
* * *

DOOR

MARINES DEPLOY

* GENESTEALER ENTRY

BULKHEAD

ENTRY

If you are playing with Space Hulk 3rd edition, change


the corridors which are marked with an asterisk.
Remove the marked corridor with length 1, place
the Marine Entry corridor with length 3 there and
add two corridors with length 2 on the marked
junctions left from there. Place a corridor with
length 2 at the location of the Marine Entry
corridor, add a 1-square end corridor, but ignore
that it ends. Assume these squares to be teleporters where the Marines arrive.

157
Forces
Marines:

Group 1

One Captain with storm bolter, power sword and power glove with grenade launcher.

One Marine with storm bolter and chain fist.

Group 2

One Librarian, psychic mastery level 1, with storm bolter and force axe.

One Marine with flamer (one reload) and power glove.

One Marine with lighting claws.

Group 3

Three Marines with storm bolters and power gloves.

Group 4

One Sergeant with storm bolter and power glove.

One Marine with assault cannon (one reload) and power glove.

Stealers: No starting Blips but two reinforcement Blips per turn.

Deployment
Marines: At the end of a turn when troops come onto the board, roll a D6 to see when the
next group will come on. 1-3 means it arrives next turn, while 4-6 means the turn after that.
All groups begin at the rear of the marked entry corridor.

For example, Group 1 enters the board at the beginning of turn 1. After turn 1, roll to
determine when Group 2 arrives. 1-3 means they arrive on turn 2, while 4-6 means turn 3.

Special Rules
The Timer: The Marine player does not get the extra thirty seconds for the Sergeant until
the model actually enters play. He begins with two minutes and thirty seconds for each
turn.

Victory
The Marine player wins if six or more Marines get across the board.

If three, four or five Marines survive, the game is a draw. If two or less Marines make it the
Stealer player wins.

158
MISSION FIVE: C.A.T. HUNT
While Raphael reinstated the defensive perimeter, the first C.A.T.s began heading back. The
overall situation seemed stable, squad Gervase and Raphael were in optimal position to set
out for retrieving them. Captain Gabriel was satisfied. Now the Spore and its plague would
hold no secrets from him.

Objectives DOOR

MARINES DEPLOY
The Marine
GENESTEALER ENTRY AREA
player is
attempting to
fi n d t h e o n e
working C.A.T.
out of the three
in this area and
remove it to a
safe area to
read the data it
contains. The
Stealer player is
trying to stop
this from
happening.

Forces
Marines:

Squad Raphael

One Captain
with storm
bolter, power
sword and
power glove
with grenade
launcher.

One Marine
with storm
bolter and
chain fist.

One Marine with flamer (one reload) and power glove.

Two Marines with storm bolters and power gloves.

159
Squad Gervase

One Sergeant with storm bolter and power glove.

One Marine with assault cannon (one reload) and power glove.

Three Marines with storm bolters and power gloves.

If you use standard components, replace one Marine with storm bolter and power glove
with one Marine armed with thunder hammer and storm shield.

Stealers: A starting force of two Blips, and two reinfocement Blips per turn.

Deployment
C.A.T.s: Before the game begins the Stealer player decides which of the three C.A.T.s is
uncorrupted, and writes it down on a piece of paper. The Marine player is not to be shown
the paper until he locates the correct unit.

The Marine player then draws a command point counter and puts a CAT anywhere in the
room with the letter corresponding to that number. This counter is put to one side and
another counter is drawn to find out where the second CAT is to be placed. Repeat this
procedure for the third CAT and each CAT will be start in a different room.

Special Rules
Note Special Rules for playing original missions with standard components.

The uncorrupted C.A.T.: To determine if a C.A.T. is uncorrupted, a Marine must pick it up


and examine it. It costs 1 AP to pick it up and a further 1 AP to examine it. Once a C.A.T.
has been examined, the Stealer player announces whether or not it is the uncorrupted unit.

Victory
To win, the Marine player must find the uncorrupted C.A.T. and get it to the marked exit
corridor, undamaged. If the right C.A.T. is retrieved, but gets damaged, the game is a draw.
If the proper C.A.T. is not recovered, the Stealer player wins.

MISSION SIX: THE UNKNOWN LIFEFORMS


The functioning C.A.T. brought Gabriel more than he could have hoped for. Three similar,
alien lifeforms were being kept in stasis aboard the Spore. These lifeforms, if captured and
returned to the Adeptus Mechanicus, might prove to be an invaluable find, with it the
Imperium could gain data about this still mysterious foe of mankind and his weaknesses - it
could decide future encounters - or end the whole Genestealer threat.

160
The C.A.T. described the creatures as large, six-legged insectoids, far too bulky to be carried
back safely to the assault torpedoes while battling the Stealer host. However, the room was
shielded from teleportation devices. Possibly, the lifeforms had originally been brought
aboard the ship that way. This meant, if a Marine could reach one of the lifeforms, he could
teleport back to the patrol ship with it in his grasp.

Also, Squad Gervase had located a cache of five power held generators in Sector Delta Ten
and brought them to the rendezvous point just outside Sector Alpha Seven where the
lifeforms lay frozen. The Marines could use the generators to block the corridors behind
them and hinder the Stealers' assault long enough for them to complete their mission.

Objectives
DOOR

The Marine MARINES DEPLOY


player is trying GENESTEALER ENTRY
to abscond with
CRYOGENIC TANKS
one of the three (Alien Lifeforms)
u n k n o w n
lifeforms being
held in stasis in
the end room.
The Stealer
player is doing
everything
possible to stop
this.

Forces
Marines:

One Captain
with storm
bolter, power
sword and
power glove
with grenade
launcher.

One Marine
with assault
cannon (one
reload) and
power glove.

One Marine with flamer (one reload) and power glove.

161
One Marine with storm bolter and chain fist.

One Marine with storm bolter and power glove.

In addition each Marine has one of the five powerfield generators.

Stealers: Starting force of one Blip, and two Blips per turn.

Deployment
The Unknown Lifeforms: Place a cryogenic tank counter from the components section of
this book in the proper room as shown on the map or mark the squares with a piece of
paper or Stealer entry area arrows. The lifeforms lie in stasis within.

Victory
If any Marine reaches the lifeforms and spends 4 APs to teleport back to the ship with one
of them, the Marine player wins. Anything less than this is a Stealer win.

162
+ + THE FATE OF THE SWORD OF HALCYON
In 701.M41, over a century after the events on the Sin of Damnation, the Blood Angel's vessel
Sword of Halcyon experienced a special warp torrent phenomenon, which on the one hand
explained the formation of Space Hulks and on the other hand gave a horrifying insights
into the interstellar scale of Species X232.US/823.1's life cycle.

Upon entering the warp the Sword of Halcyon jolted suddenly and came to a halt. Reports
from the navigator came back that the ship had encountered a kind of warp storm. The
vessel rocked and swung around in a five mile wide arc, then disappeared momentarily.
Massive rifts in the warp tide hurtled the Sword of Halcyon through pockets in the flux. A
giant space hulk appeared as the storm came to its climax, a mile long streak of purple
lightning hitting the ship and causing all aboard to brace themselves as it crashed into the
massive hulk. Churning through layers of twisted metal, the whole side of the ship caved in.
Finally, explosions fused the ship with the growing hulk - and could have permanently done
so. Instead after some minutes in the storm, the Sword of Halcyon was violently thrown out
of the warp, now slowly spinning into nowhere. The alarms stopped, the fires died out, and
the survivors slowly recovered. Then everything fell silent. But it wasn't over yet.

From the front section of the ship, which had plunged through the hull of the space hulk,
functioning scanners showed a steady build up of new, alien life signs. The moans of the
injured and dying, audible throughout the ship, suddenly changed pitch. They now became
a cacophony of terror and pain, mingled with the chatter of bolter fire and the bestial
shrieks of an enemy all dreaded, but none dared to name: Genestealers.

The survivors in the rear section of the vessel had no option but to retreat to the escape
capsules. They were cut off from their companions by walls of buckled metal, and the Sword
of Halcyon was becoming increasingly unstable.

Within an hour and a half of its jettison, the escape pods were picked up by the Imperial
battlebarge Mayan. During this time, the Sword of Halcyon had drifted in space, flames
periodically guttering across its surface bearing testimony to the destruction within.

Sergeant Lexon, a survivor from the Sword of Halcyon held an emergency conference with
the Blood Angels on board the Mayan. It was swiftly decided that for the honour of the chap-
ter they must attempt to recapture the ship from the Genestealers. The Blood Angels
Terminators prepared for battle, and with grim resolution the order was given to launch
boarding torpedos.

Campaign notes
This campaign is best played with two sets of Space Hulk 3rd or 4th edition. If you have no
two sets, you can play all missions except mission two: Salvage the Bridge with 4th edition.

163
MISSION ONE: IMPACT
No sooner had Squad Lexon
been dispatched to the
** **
boarding torpedo than the
launch sequence began.

Hovering silently in the


vacuum, three miles starboard
*
of the dark, brooding
architecture of the vast ship,
the Mayan launched the
*
*
boarding vessel. For brief
seconds the tiny projectile
traced a graceful, spiralling
trajectory between the two
vessels before puncturing the
skin of the Sword of Halcyon.
The scream of rending metal
and the whine of snapping
cables were swallowed by black
space, and but for a flare of
sparks the ship retained its
quiet appear- ance of calm.

Inside the boarding torpedo,


despite being securely strapped
** **
in place, the Space Marines ** **

were shaken to their very cores


as the pod exploded through
** **
several floors of buckled metal
platforms and leaking
conduits. Finally the vessel ** **
ground to a screeching halt, its
bulk filling an antechamber of
the armoury section of the
Sword of Halcyon. External
sensors flickered into life on
board the docking torpedo, DOOR

and grainy low light images MARINES DEPLOY


flashed up on the ships GENESTEALER ENTRY
consoles to dance across the
Blood Angels visors.
ARMORY SUPPLIES
Behind their impassive helmets, despite their violent arrival, the Terminators softly chanted
the Litanies of Hatred. The enemy they were about to encounter was an enemy of life itself,
and it was aboard a ship belonging to their beloved chapter. A reckoning was called for.

164
Inside the helmets the tinny voice of the servitor on A) If you are playing with
board the Mayan came through, area secure he said, Space Hulk 3 rd edition,
Squad Lexon, prepare to disembark. remove the 1-square-
corridor marked with an
asterisk ('*') on the left side
Mission objectives
and replace it with the
The armoury must be taken swiftly. The quicker the marked 3-squares-corridor.
assault the more chance there is of not only retrieving
any weaponry that may have remained aboard, but
also of making the vessel safe for further boarding
actions.

Forces B) If you have two sets of 3E


Space Marines: 2 Squads of Space Marines Squad and/or 4E, replace the
Lexon and Squad Jacta. Each consists of sections marked with two
asterisks ('**') leading to a
One Sergeant armed with a storm bolter and power
dead-end and add two
sword.
doors between the armory
One Marine armed with a heavy flamer. rooms at the marked
Three Marines armed with storm bolters. squares.

If you use standard components, the second Squad
consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one


reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player receives no Blips at the start of the game, and then 1
reinforcement Blip per turn. Each Blip may enter via any of the entry points.

Victory
The Space Marines win if they can collect the weaponry from the rooms marked on the
map before the end of turn 14. It takes 1 AP to pick up a pile of weapons.

165
The Genestealers win if they kill all the Space Marines, or if they prevent the Terminators
from collecting the weapons before the end of turn 14.

MISSION TWO: SALVAGE THE BRIDGE


You need two sets of Space Hulk 3rd or 4th edition to play this mission.

Tech-Priests on board the Mayan surveyed the banks of monitors before them, translating
the garbled stream of data into relevant information to relay to the Terminators on board
the Sword of Halcyon. They were co-ordinating a damage assessment on the vessels bridge
in order to provide intelligence to the Space Marine squads currently en route. Initial scans
did not look promising. Plasma explosions from a breach in the reactors venting system had
torn through this section of the ship before bulkhead doors had slammed to, automatically
isolating the leak. The damage was extensive, and as yet it was unclear just how severe.

DOOR

MARINES DEPLOY

GENESTEALER ENTRY

CONSOLE

166
In the wrecked halls outside the bridge area, halon lamps cut through the gloom. From their
secure areas on either side of the labyrinth of corridors leading to the bridge, the
Terminators stood motionless, waiting for the order to strike. Within the otherwise expres-
sionless facades of the squads, the pale light of vengeance glittered in their eyes.

Mission objectives
The Space Marines must battle their way through to the bridge, and once there obtain a full
damage assessment from the bridge computer.

However, reports from the Mayan confirm that the console is down so it must be repaired
before it is possible to proceed with the report. Portable back up systems have been sup-
plied for this purpose.

Forces
Space Marines: 2 Squads of Space Marines Squad Lionus and Squad Vetora. Each consists
of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

One Space Marine from each Squad carries vital components to repair the computer
console. Nominate the Space Marine before the mission begins. Note rules for using
standard components.

Genestealers: At the start of the game the Genestealer player receives one Blip placed in
each of the shaded rooms. During the game, the Genestealer player receives one
reinforcement Blip per turn. These Blips enter via any of the entry areas.

Victory
The Space Marine with the components must spend 2 APs repairing the computer console.
If you have no computer console counter, it is assumed the console is in the wall. The

167
marine than has to stand on the marked square to repair the console. The Genestealers win
if they stop the Space Marines repairing the computer console before the end of turn 12.

MISSION THREE: SHUT DOWN


You need Space Hulk 4th edition or two sets of 3rd or 4th edition to play this mission.

Towering metallic structures dominated this region of the ship, their lengthening shadows
casting a black pall to conceal the horrors lurking amidst their nooks and crannies.
Dampness and vapours hung heavily in the air, forming a slick sheen on the plasteel shell of
the engine room.

As the Terminators drew ever closer to their destination, piercing shrieks echoed through the
dank air of the ships belly. The aliens were massing to strike in force. Pausing occasionally
to fix their eyes on their scanners, the Space Marines watched the Blips that slowly cir- cled
their position, the number growing with each revolution.

Sergeant Veilas face split into a grin of feral satisfaction. Let the abominations come, he
thought. The lengthy corridors here were ideally suited to long range combat and they would
pile the halls high with disgusting Genestealer corpses before they were done.

Above them, in the dark, cold alien eyes reckoned their movements with unfathomable pur-
pose. The Genestealers were driven by a will which transcended the mere survival of the
individual, a trait which made them a dangerously unpredictable foe. For what human
mind could ever hope to accurately foretell the machinations of such a deviant intellect as
the Genestealers.

Mission objectives
It is imperative that The Sword of Halcyon not be allowed to continue drifting. In order to
achieve this the Space Marines must manually seal off each of the four blastproof bulkheads
leading to each of the four reactor cores. This will allow the Space Marines to safely shut
down the reactor manually. This is the only way to initiate the reactor shutdown process
whilst the bridge controls are down.

Forces
Space Marines: 2 Squads of Space Marines Squad Laora and Squad Veila. Each consists
of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

168
One Sergeant
**
armed with a
storm bolter. *

One Marine
armed with an
assault cannon
and one reload.

One Marine **
armed with **
*

storm bolter
and chain fist.
**

One Marine
armed with
storm bolter.

One Marine * *
** **
armed with
t h u n d e r
*
hammer and ** * **

storm shield.
*
Note rules for **
DOOR
using standard
MARINES DEPLOY
components. **
GENESTEALER ENTRY
Genestealers: BULKHEAD
The Genestealer
player receives no
Blips at the start of the game If you have two sets of 3E and/or
and then 2 reinforcement Blips 4E, replace the T-intersections and
per turn. If only 1 entry area is cross-sections marked with an
open, the Genestealer player
asterisk ('*') with corrners and T-
only receives one
intersections, so that you can
reinforcement per turn.
remove the dead-ends, chutes,
dead-end-rooms and lifts marked
Victory with two asterisks:
The Space Marine player wins
by closing off all the entry
areas with bulkheads. A
bulkhead is sealed by spending
1 AP whilst standing in an
adjacent square. The
Genestealers win if they kill all

169
the Space Marines or prevent the Space Marines from closing all the bulkheads before turn
12.

MISSION FOUR: PURIFY


You need Space Hulk 4th edition or two sets of 3rd or 4th edition to play this mission.

Brilliant white light flooded the corridor, throwing stark contrasts over what was previously
soft gloom. Photo-sensitive filters in the Terminators armour instantly compensated for the
sudden change, preventing their occupants from being blinded. The Space Marines, drilled
to almost machine-like perfection, adopted combat positions in the blink of an eye, thinking
that an enemy was upon them. They relaxed as they realised the truth of the matter. They
had crossed a threshold which had caused the computer to activate the ships life support
systems.

Scanners indicated the presence of a considerable number of life signs in the area, although
no survivors were thought to have remained from the initial impact. The scanners flicked
out piercing beams of light as they triangulated the positions of the readings. No movement
came as yet.

Exhaled air hissed and condensed, curling upwards from outlets on the Blood Angels hel-
mets. The Space Marines were nearing the cryogenic chambers and the displays within their
visors showed a sharp decline in external temperature. The light in the corridors was
becoming stronger and clearer, almost ephemeral. Every step taken by the Terminators res-
onated through the hollow metal floors, threatening to rouse their prey from frozen slumber.
The lifesigns were those of dormant Genestealers interred within the stasis cylinders, racked
upon one another like repulsive larvae awaiting metamorphosis.

Mission objectives
The Genestealers have infiltrated the cryogenic chambers and some of them have already
entered stasis. They must not be allowed to survive since they could jeopardise further sal-
vage attempts on this vessel. There is a limited time frame in which this must be achieved,
then the Terminators must clear the area.

Forces
Space Marines: 2 Squads of Space Marines Squad Tullar and Squad Fultun. Each consists
of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

170
If you use
s t a n d a r d *** DOOR

components, the MARINES DEPLOY

second Squad
*
DORMANT
consists of GENESTEALERS

One Sergeant
armed with a
storm bolter. ***
*

One Marine
armed with an
assault cannon ****
and one reload.

One Marine
armed with
storm bolter and
*
chain fist.

One Marine
armed with
**
storm bolter.
* *

One Marine
armed with
thunder hammer *

and storm
shield.

Note rules for


using standard If you have two sets of 3E and/or
components. 4E:
Genestealers: The - remove the sections marked with
Genestealer player
an asterisk ('*'). Place a corridor
receives 20 Blips at the
with length of 3 squares instead.
start of the game, these
lie dor- mant in the - replace the room marked with
shaded areas. two asterisks ('**') with a room
with two entrances.
Victory - place a door in the square
The Space Marine player marked with three asterisks
must kill all the dormant ('***').
Genestealers. The Space
Marines may shoot or - Replace the room marked with
flame a Blip. A hit will four asterisks ('****') with a

171
kill all the Genestealers in that Blip. If a Blip survives an attack it will become available for
the Genestealer player to use. The Genestealers win if they kill all the Space Marines, or if
there are still any dormant Blips left at the end of turn 10.

MISSION FIVE: INNER SANCTUM


Perhaps more so than for any of the other squads involved in this operation, the cold fire of
hatred burned in the armour-clad breasts of the Terminators of squads Marius and Sparta.
Each mind narrowed to a bitter point focused on revenge. The displays on their scanners
scrolled more rapidly as they closed on their destination, their wrath lending haste to the
Space Marines step.

The Genestealers had dared to defile the sanctity of the crafts sanctum with their intolera-
ble presence. In terms of honour this mission was of the greatest import, and vengeance must
be absolute. The
sanctum was pure, *
DOOR
and that the aliens MARINES DEPLOY
had defiled it was *
GENESTEALER ENTRY AREA
an insult to the *
* 1 * 2
whole Chapter. In
their desire for
* 4
bloodshed, the
n o r m a l l y 3
i m p l a c a b l e **

Terminators were
overtaken by a rage *
5
which overthrew
the usual
considerations of
tactics and
strategy. Between
all of them there
existed only the * 6

desire to kill, and 7 *

to cleanse with
righteous fire any *

part of the sanctum **

tarnished by the 8
hateful enemy.
9
C h a r g i n g *
heedlessly into the
fray, a hail of
bolter fire marked *

the start of the

172
carnage. If you have two sets of 3E
and/or 4E:

Mission objective - remove the sections marked with an asterisk ('*')

The sanctum is a place of spiritual - place a door in each of the two squares marked
retreat for the Space Marines on with two asterisks ('**')
board such crafts as the Sword of
Halcyon. A place where they - replace following sections:
might contemplate their faith in
1 with a room with two entrances
the Emperor and dedicate their
prayers to victory in battle. 2 with a T-intersection
3 with a corridor of length 5
Some of the Genestealers had
4 with a corner leading up
made a nest in the inner part of
5 with a T-intersection
the sanctum, rendering it forever
tainted with their vile, inhuman, 6 with a room with two entrances, move the
psychic spoor. Only one avenue of right door to the right entrance
action was open to the Space 7 with a corridor of length 4
Marines in this bleakest of affairs. 8 with a corner leading down
Their beloved sanctum was 9 with a room with two entrances
infected with an alien
presence and as such their
obligation, however
onerous, was to burn out
the contamination for
good.

Forces
Space Marines: 2 Squads
of Space Marines Squad
Sparta and Squad Marius.
Each consists of

One Sergeant armed


with a storm bolter and
power sword.

One Marine armed with


a heavy flamer.

Three Marines armed


with storm bolters.

If you use standard


components, the second
Squad consists of

173
One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player receives 3 Blips at the start of the game, placed in
the shaded rooms, and then two reinforcement Blips per turn.

Victory
The Space Marines with heavy flamers must flame the three shaded rooms. The
Genestealers win either by killing the Space Marines with heavy flamers, or by preventing
them from cleansing the rooms by the end of turn 12.

174
+ + SPAWN OF EXECRATION
It was a Space Wolves' scout vessel which spotted the Hulk first at 706.M41. The scout was
doing a routine patrol on the edge of the area of warp/real space overlap known as the Eye
of Terror. As one of their companies prepared for mobilisation, the Space Wolves received a
message from the Blood Angels First Company, who had just arrived at the space hulk.
Because of the uncertain nature of astropathic communication, the Blood Angels had
received the Space Wolves' message two weeks before it had been sent to Earth.

Once again, five years after the Sword of Halcyon crashed into a Space Hulk, fate had led
the Blood Angels into battle with the Genestealers. Commander Borgia of the Blood Angels'
force named the hulk Spawn of Execration.

MISSION ONE: BREAK THROUGH


After the first scans it was decided to board the hulk with a single squad under the
command of Sergeant Huon. It was hoped that a quick strike by would not seem sufficiently
threatening to alert
the foe. The only
chance to get the rest DOOR
of the force safely on MARINES DEPLOY
board the hulk lay in
GENESTEALER ENTRY
opening the doors to
the cargo bay. A COMPUTER CONSOLE SQUARE
sensor sweep had
shown that the
controls for the doors
lay in this section of
the hulk.

Objectives
The Marines are
heading for the
computer console,
which they must use
to open the cargo bay
doors. The
Genestealers must
stop this by killing all
the Marines before
the doors open.

175
Forces
Marines: The Marine player has one standard Squad.

Genestealers: The Genestealer player begins the mission with four Blips, and receives one
reinforcement Blip per turn.

Deployment
Genestealers: At the start of the game one Blip is placed outside each entry area. The
reinforcement Blips may enter at any of the marked entry areas.

Computer Console: Place a Space Marine Controlled Area counter on the square marked as
the Computer Console Square on the map.

Special Rules
Computer Console: To activate the computer console that opens the cargo bay doors, a
Marine must stand on the Computer Console Square (see Map) and face one of the walls in
that corner. It costs 2 APs to activate the computer console to open the cargo doors and
win the game.

Victory
The mission ends in a Marine player victory if the cargo doors are opened. The mission
ends in a Genestealer victory if all the Marines die before the doors are opened.

MISSION TWO: FORGE AHEAD


The Blood Angels squads arrived in the cargo bay and were ready to move out. Commander
Borgia still didn't know the number of Stealers. Working to the original plan, he split his
forces into smaller units and sent them to clear the area and scout the hulk. The opposition
would be fierce, but this was no time subtlety: courage, firepower and faith would prevail.
Some Marines would fall, but ultimately they would emerge triumphant.

Objectives
Two Squads of marines must destroy at least 25 Genestealers and then exit the map. The
Genestealers want to destroy the Marines.

176
DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

EXIT POINTS

Forces
Marines: The Marine player has two standard Squads, Squad Josefa and Squad Pietr. Each
consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

177
Genestealers: The Genestealer player starts play with one Blip in each room (total 6 Blips),
and receives one reinforcement Blip per turn.

Deployment
Marines: Start the two Squads in the two marked corridors on the map.

Special Rules
Leaving the map: A Marine pays 1 AP to move off the map at the exit point. Once exited, a
Marine is out of play. He cannot re-enter the map. Genestealers are not allowed to exit the
map.

Lurking: For this mission, each Blip is only allowed to lurk for a single turn. On its second
turn, each Blip must either move onto the board or convert and then enter the board.

Victory
Once 25 Genestealers have been killed, the surviving Marines must make their way off the
board using the exit point shown on the map. The Genestealer wins if no Marines get off
the board alive. The Marine player wins if four or more Marines get off the board. One, two
or three Marines getting off the board should be considered a draw.

MISSION THREE: REGROUP


Sergeant Machiavel felt relief when he told his tired men they were pulling back. The
boarding force had obviously suffered severe casualties, and almost all the surviving
Marines were wounded. In the end, captain Borgia, a proud man, not fond of admitting
defeat, had finally been forced to accept that the hulk could not be cleared by such a small
force. He ordered the units pulled back together to the boarding craft.

Objectives
The Marine player is trying to get at least three Marines off the board by leaving through
the exit corridors shown on the map. The Genestealer player is trying to kill the Marines.

Forces
Marines: The Marine player has two incomplete Squads.

Squad Machiavel

One Sergeant armed with storm bolter and power sword.

178
DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

EXIT POINTS

STEALER STARTING BLIPS


Three Marines armed with storm bolters.

Squad Leon

One Marine armed with a heavy flamer.

Two Marines armed with storm bolters.

Genestealers: At the start of play one Blip is placed in room A and one Blip in room B as
indicated on the map. The Genestealer player receives two Blips per turn as reinforcements
for the first 8 turns. Only one reinforcement Blip may be placed per entry area. After the
8th Genestealer turn no further reinforcements may be taken.

Deployment
Marines: Place one Squad in one of the deployment corridors shown on the map and the
other Squad in the other deployment corridor.

Genestealers: Only one reinforcement Blip may be placed per entry area. After the 8th
Genestealer turn no further reinforcements may be taken.

179
Special Rules
Leaving the map: A Marine pays 1 AP to move off the map at the exit point. Once exited, a
Marine is out of play. He cannot re-enter the map.

Track Turns: The Genestealer player stops receiving reinforcements at the beginning of his
ninth turn.

Victory
The Genestealer wins if all the Marines are killed. The Marine player wins if three or more
Marines get off the board. One or two Marines getting off the board should be considered a
draw.

MISSION FOUR: CAPTURE


It was an honour to have been chosen to lead such an important mission, but Sergeant
Lorenzo's armour felt very heavy indeed as he led his men back down into the bowels of the
alien spaceship. His comm-link burst into life with a jabber of fresh instructions. He and his
new squad were ordered to turn back, and rendezvous with another squad. Together they
were to proceed to a room at location Beta Kappa 7, and retrieve a vital piece of electronic
equipment that the Tech Marines had identified as the ships log. If the Blood Angels could
save this archive its value might in some small way compensate for their failure to capture
the hulk.

Objectives
The Marine player must collect the ships log and bring it off the board through one of the
exit points. The Genestealer player wants to prevent this at all cost.

Forces
Marines: The Marine player has two full Squads, Squad Lorenzo and Squad Vito. Each
consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

180

DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

EXIT POINTS

SHIP'S LOG

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: No forces at the start of the game. The Genestealers receive two Blips per
turn as reinforcements.

Deployment
Marines: Each of the Squads must deploy on one of the two shaded corridors shown on
the Map.

Special Rules
Leaving the Map: A Marine pays 1 AP to move off the map at the exit point. Once exited, a
Marine is out of play. He cannot re-enter the map.

181
Victory
The Marine player wins if he gets the Ships Log off the map via the Exit corridor. Failure to
retrieve the Ships Log is a Genestealer win.

MISSION FIVE: SABOTAGE


Two squads of Blood Angels had been slowly working their way towards the engines and
were now within striking distance.

Commander Borgia knew the Blood Angels' spaceships lacked the firepower to destroy the
hulk, and he could not afford to wait for the Gothic class battlecruisers of the Imperial navy.
In such a close proximity to the Eye of Terror the hulk might enter warp again and save its
deadly cargo anytime. There was only one desperate course of action left open to him. They
could try to destroy the hulk by sabotaging its decrepit nuclear reactors. If the Damping
Controls were destroyed, the chain reactions within the engine would tear the hulk apart
from the inside.

DOOR

MARINES DEPLOY

GENESTEALER ENTRY

COMPUTER CONSOLE SQUARE

182
Objectives
The Marines must damage the reactor Damping Controls which are in the room indicated
on the map.

Forces
Marines: The Marine player has two full Squads, Squad Iscon and Squad Cicero. Each
consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player begins play with three Blips. He receives two
reinforcements per turn.

Deployment
Marines: The Marine player deploys one full Squad on each of the shaded corridor sections
shown on the map.

Damping Controls: Place a Space Marine Controlled Area counter on the square marked as
the Damping Controls Square on the map.

Special Rules
The Marine player can secure Genestealer Entry Areas. Note Special Rules for playing
original missions with standard components.

Destroying Damping Controls: The Damping Controls can be damaged by two hits with a
storm bolter. Sustained fire bonuses apply. The assault cannon may not be used to damage
the damping controls as it would likely destroy it completely and bring about plasma
reactor meltdown too early.

183
Victory
The Marine player wins the moment that the Damping Controls are damaged by a second
hit of storm bolter fire. The Genestealer player wins if all the Marines are killed.

MISSION SIX: RACE AGAINST TIME


Sergeant Cicero pounded up the corridor as fast as his armour would carry him. Behind
him clanked two Marines, lugging their one remaining heavy flamer. They were down to
three now. A glance at his scanner showed the Sergeant that there were not only Blips
converging behind them but also massing to block the way ahead. With the luck of the
Emperor, if they could keep going for just a few more minutes they would be safe. Ominous
rumblings deep within the hulk signalled that the damaging of the damping controls was
having an effect. The walls started to shake, and chunks of metal and cabling began to fall
from the ceiling.

Objectives
The remaining Space Marines are simply attempting to get through this section to the outer
levels of the hulk
as fast as they can
so they can be
teleported before it A

blows up.

Forces
Marines: Seven
Space Marines are
B
making their way
out.

One Sergeant
armed with a
B
storm bolter and
power sword.

One Marine
armed with a
heavy flamer.
DOOR
Five Marines
armed with storm MARINES DEPLOY

bolters. A GENESTEALER ENTRY AREA

EXIT POINTS

184
Genestealers: At the start of the game the Genestealer player receives four Blips.

Deployment
Genestealers: At the start of the game one of the four starting Blips is placed in each room.

For the first four turns of the game the Genestealer player gets one reinforcement Blip per
turn, which use either of the entry points marked A on the map.

From the fifth turn until the end of the game the Genestealer player gets two Blips that
must enter using either of the entry points marked B on the map.

Special Rules
Time Limit: The game will end after twelve turns when the nuclear reactor of the ship
explodes, so it's important to mark the turns as they pass.

Leaving the map: A Marine pays 1 AP to move off the map at the exit point. Once exited, a
Marine is out of play. He cannot re-enter the map.

Victory
The game ends after the Genestealer player's twelfth turn. The Marine player wins by
getting two or more or his Squad members off the board. The Genestealer player wins if no
more than one Marine escapes the hulk.

185
+ + HARBINGER OF DESPAIR
Since the Blood Angels' ill-fated assault on the Spawn of Execration thirty years ago the
incidence of space hulk sightings has increased substantially, and by the early years of the
74th decade of M41 an average of one hulk per year was being detected - harbingers of
another threat that was soon to reveal itself. None of these ships were large enough to pose
any real threat to the Imperium. The smallest were blown up, and larger hulks were boarded
and searched before being destroyed, but none proved particularly valuable.

In 736.M41, a strange disturbance in the warp/real space interface heralded the arrival of a
monstrous space hulk, fully half as big again as the Spawn of Execration. It emerged on the
eastern edge of the Ultima Segmentum, and immediately turned west, apparently heading
straight for the heart of the Imperium. The commander of the nearby Imperial navy base
sent out a call to the nearest Space Marine Chapter and named the hulk Harbinger of
Despair.

As the hulk's course posed no immediate danger to any human-inhabited worlds, it was
allowed to pursue its course, trailed by a flotilla of Imperial ships from Battlefleet Ultima.
Three days later, the hulk slipped back into the warp and was nearly lost but for the
persistence of a squadron of navy frigates. Against all odds, the gallant little ships trailed the
hulk through the nightmare shoals of the warp until it dropped back into real space just five
light years from the planet Formund, right in the path of the Blood Angels company that was
racing to meet their destiny at Kar Duriash.

The Blood Angels force was led by Captain Lorenzo, who had distinguished himself by
fighting Genestealers on the hulk Spawn of Execration thirty years ago. His first hand
combat experience, coupled with his exceptional bravery and superior leadership qualities,
made him the ideal choice to lead the Blood Angels on their quest for retribution. Captain
Lorenzo had spent decades studying Genestealers and developing tactics to deal with them.
The Blood Angels' Terminator company was at full strength, and keen to restore the honor of
the Chapter. The dangers of a space hulk could never be underestimated, but the Blood
Angels were now better prepared than they had ever been before.

MISSION ONE: SEIZE AND SECURE


Sergeant Laertes was another survivor of the Blood Angels' fated encounter with the Spawn
of Execration. He had seen things no ordinary man could ever imagine, and lived through
experiences no normal human could endure or comprehend. Every single detail of their
battle on that hulk lay engraved on his memory. It was a horror he would like to be able to
forget, but couldn't. In his dreams he relived the fight over and over again. Running through
the maze of claustrophobic corridors and dark rooms. Genestealers charging at them from
all directions: alien killing machines without fear or conscience. No matter how many
Stealers they killed, more and more had thrown themselves forward. Ten, fifty, hundreds
deadit made no difference. The monsters kept coming in and endless stream. If he could

186
only survive this day, Laertes believed he would conquer the demons of his own personal
fear.

Sergeant Laertes had been charged with securing a bridgehead on the hulk, a secure area
for the rest of the force to board. Scans had revealed an ideal location but there were Blips
approaching from four different directions. It was the Marines' duty to secure the boarding
section by sealing the bulkhead at each entry point.

Objectives
The Marine player is
trying to secure all
the Genestealer DOOR

entry points. The MARINES DEPLOY


Genestealer player GENESTEALER ENTRY AREA
is trying to kill all
the Marines.

Forces
Marines: The
Marine player has
two full Squads,
Squad Laertes and
Squad Tycho. Each
consists of

One Sergeant
armed with a
storm bolter and
power sword.

One Marine
armed with a
heavy flamer.

Three Marines
armed with storm
bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

187
One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player begins play with four Blips and receives two
reinforcement Blips per turn that must be placed in separate entry areas. Genestealer's
reinforcements drop to one Blip per turn if the Marines secure two of the four Genestealer
Entry Areas.

Deployment
Marines: Place one Squad in each of the deployment corridors shown on the map.

Genestealers: Place one Blip in each room, except for the room between the two Marine
deployment areas. Reinforcement Blips must enter play at separate entry areas.

Special Rules
The Marine player can secure Genestealer Entry Areas. Note Special Rules for playing
original missions with standard components.

Victory
The Marine player wins as soon as all four Genestealer entry areas are secured. The game
ends in a Genestealer victory if all the Marines die and two or less entry areas are secured.
The game ends in a draw if three entry areas are secured before the last Marine dies.

MISSION TWO: MENACE


So far, the action to take the space hulk was going well. The original landing had gone well
with no further casualties after the bridgehead had been established and now they were to
start a push towards the heart of the hulk, clearing the area as they advanced.

Scans of the ship had shown fairly high concentration of Genestealers throughout, so
Sergeant Gorias wasn't surprised by the number of Blips showing on his scanner. A brief
message over the comm-link from Squad Cleon informed him they had just encountered
heavy resistance, and could do with assistance. Though the squads did know where they
were in relation to each other, it was often difficult to meet up. The passages seemed to have
no logical layout, and turned and twisted apparently at random. The doors would
sometimes swing open as they approached, or could prove so difficult to open that they had
to blow their way through with storm bolter fire. According to the scanner, Squad Cleon
should be directly ahead of their current position, hopefully through the door at the end of
the passage.

188
Objectives
Both players are trying to eliminate their enemy's forces. The Space Marines have five turns
to clear a heavily infested area of Genestealers before six turns of reinforcements begin to
trickle in. No new forces enter the board after the beginning of the 12th turn.

DOOR

MARINES DEPLOY

GENESTEALER ENTRY

STEALER STARTING BLIP


Forces
Marines: The Marine player has two full Squads, Squad Gorias and Squad Cleon. Each
consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

189
One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player begins play with ten Blips. He receives one
reinforcement per turn on turns 6 thru 11. There are no reinforcement Blips for the first five
turns. On the twelfth turn no Blips are drawn for the rest of the game.

Campaign Forces
If you're playing a campaign and the Space Marines lost Mission 1 then remove one Marine
from each Squad. If mission one was a draw, then one marine removed from Squad Cleon.
If you have Marines armed with close assault weapons or chainfist, remove them, else
remove Marines with storm bolter and power gloves.

Deployment
Marines: Marine player starts one Squad in each of the deployment corridors shown on the
map.

Genestealers: A starting force of ten Blips is placed before the game begins, in the squares
indicated on the map.

Special Rules
Blips 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 players turn,
any Stealers or Blips are lurking off-board, they are automatically lost.

Victory
The player with the last model standing is the winner.

MISSION THREE: DATA DOWNLOAD


Squad Pesaros and Limbus' target lay straight ahead, a room which showed high levels of
electromagnetism. The Techmarines hoped this indicated a functioning computer console,
and that they could download the data it contained and get insight in the hulk's machine
spirits. Both squads were carrying data transmitters that could be linked into the hulk's

190
computer system and would automatically transmit the stolen data to the Blood Angels'
mother ship in one short high-speed burst.

Such a bold move had never been attempted before, and showed Captain Lorenzo's
confidence. If it worked, the Blood Angels would have achieved a tremendous coup - the first
ever data download from a space hulk's computer archive. The information it contained
would be of incalculable value to the scientists of the Imperium. The mission was so
important that, if necessary, the Space Marines were expected to sacrifice themselves so one
of them could get to the computer.

"Enemy approaching at 12 o'clock! Take your positions and hold formation!" shouted the
Sergeant as five Genestealers galloped around the corner toward the squad. The Space
Marines had been discovered.

Objectives
The Marines must enter the computer room and plant a data transmitter to successfully
download the hulk's data. The Genestealers must destroy all marines before this happens.

DOOR

MARINES DEPLOY

GENESTEALER ENTRY

COMPUTER CONSOLE SQUARE

191
Forces
Marines: The Marine player has two full Squads, Squad Pesaro and Squad Limbus. Each
consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealer Forces

Starting force of three Blips with one Blip placed outside each entry area before the game
begins. Receives reinforcements of two Blips per turn. No reinforcements are received if the
Marines secure all of the entry areas.

Deployment
Marines: Place one Squad in each of the darkened deployment areas on the map.

Special Rules
Securable Entry Areas: Marines can secure Genestealer entry points for a cost of 1 AP
each.

Downloading Data: First a Marine must stand in the indicated square of the computer
room and face either of the walls. All Marines in this mission are equipped with data
transmitters that can be planted for a cost of 4 APs or CPs.

Campaign Forces
If you're playing a campaign and the Marines lost mission two, then the Genestealer player
receives an extra Blip per turn until one of the Entry points is secured.

192
Victory
The Marines player wins as soon as a Marine spends 4 APs to download the data to the
mother ship. The Genestealer player wins if all the Marines are killed before this happens.

MISSION FOUR: ISOLATE


Despite heavy opposition, Squads Pesaro and Limbus had achieved their objective, holding
off the Genestealers until the alien data had been transmitted to the Blood Angels mother
ship. Initial analysis of the data streams showed that the ship was not the floating hulk the
Space Marines had supposed it to be but was in fact being directed by an external source
based on the planet of Grazarch XXIV in the nearby Altron star system.

Further analysis revealed that the hulk had drifted through the Altron system some time in
the recent past and had dropped a number of landing pods onto the planet. The only
possible conclusion was that the small Imperial mining colony on Grazarch had been
overrun and that someone or something on the planet was directing the hulk. All attempts to
establish communication with Grazarch failed, and an Astropath on Formund informed the
Blood Angels that all contact with the mining colony had been lost for three years.

Captain Lorenzo knew that he had to deal with the threat. The alien signal emanating from
Grazarch could control more than just the hulk's movements - it might be able to activate the
ship's weapons systems, force the hulk back into the warp, or even trigger a selfdestruct
sequence. The only way that the threat could be neutralised was to sever the communication
stream before the alien intelligence could prevent them breaking its control. While the bulk
of the Terminator force continued to clear the hulk of Genestealers, Squads Myran and
Catullus were dispatched to destroy the alien receiver.

Objectives
The Space Marines must get to the communications console and cut off the alien
communication link that's directing the space hulk's movement by remote. The Genestealers
must kill all of the Marines.

Forces
Marines: The Marine player has two full Squads, Squad Myran and Squad Catullus. Each
consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

193

DOOR

MARINES DEPLOY

GENESTEALER ENTRY

COMPUTER CONSOLE

STEALER STARTING
BLIPS

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: Starting force of one Blip in each of the four squares indicated on the map.
Receives one reinforcement Blip per turn.

Campaign Forces
If you're playing a campaign and the Marines lost mission three, then the Genestealers start
the game with two extra Blips which must be divided between the three entry rooms.

194
Special Rules
Disabling Communications Link: First a Marine must stand one of the three squares that
are adjacent to the computer console and spend 4 APs or CPs in a single turn.

Victory
The Marines win if they disable the communications link. The Genestealers win if the
Marines die first.

MISSION FIVE: ANNIHILATE


Sergeant Zariah checked his scanner and saw that Sergeat Sarin and his men were running
level in the parallel corridor. All other corridors were clear and the objective lay ahead
seemingly undefended. The hulk contained hundreds of rooms holding Genestealers in
cryogenic storage and it was hard to believe that one particular set of storage pods was more
important than the others. However, the data the Blood Angels had downloaded from the
hulk's computer indicated that one pod contained a very special Genestealer, a leader
known as a Patriarch.

All the cryogenic clusters the Terminators had seen so far looked identical; frosted crystal
cylinders full of swirling green gas. It was impossible to see what was inside them, though
the mere presence of a human watcher was enough to stimulate agitated movement within.

It was hoped that the Terminators would be able to identify which cylinder contained the
Genestealer leader. No one knew what a Patriarch looked like. It might look like just an
ordinary Stealer but its physiology could be completely different. There was not enough time
to capture the alien leader for study, even if they could find it, so their orders were to destroy
the entire contents of the target room.

Suddenly Sarin's scanner Blipped a furious warning. Seconds earlier the area had clear,
now numerous Blips were closing in on all sides. It seemed they had walked into a hornets'
nest. His helmet display indicated they should reach their destination in under two minutes
- with the blessing of the Emperor they might just make it

Objectives
The Marines must destroy all seven cryogenic pods in the indicated room. The Genestealers
must kill.

Forces
Marines: The Marine player has two full Squads, Squad Zariah and Squad Sarin. Each
consists of

195
DOOR

MARINES DEPLOY

GENESTEALER ENTRY

CRYOGENIC POD

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: Starting force of six Blips, with three Blips placed outside each entry area
before the game begins. Receives one reinforcement Blip per turn.

The Genestealers move first.

196
Campaign Forces
If you're playing a campaign and the Marines lost mission four, then one Marine w/ storm
bolter & power glove is removed from Squad Sarin.

Special Rules
Destroying Cryogenic Pods: The cryogenic pods are arranged along the walls of one
room, as shown on the map. The pods are destroyed by storm bolter fire on the roll of a 6
and sustained fire bonuses apply. Treat them as doors when attacking with other weapons.
The assault cannon may not be used to destroy the cryogenic pods as it would likely
release explosive gases from the cryogenic system.

Victory
The Marines win when by destroying all four cryogenic pods. The Genestealers win by
killing off the Marines before they accomplish this.

MISSION SIX: RETRIBUTION


The campaign to seize the hulk was going remarkably well; this time the Emperor was
smiling on the Blood Angels. Casualties were less than expected, and every specific objective
had been achieve, the most important being the retrieval of the information stored in the
hulk's computer banks. The most efficient way to rid the hulk of its monstrous inhabitants
was to use toxic gas to kill the active Genestealers, then take advantage of the respite to
destroy the cryogenic clusters before the reinforcements they contained awoke.

The Imperial xeno-biologists had refined the anti-Genestealer toxin so that it was now
hundreds of times more effective than the version used on the Sin of Damnation one and a
half centuries ago. Although deadly, the toxin would not spread through the hulk on its own.
The data from the computer had provided the answer: the hulk's internal air pumping
systems were still operational, and could be used to pump the toxin through the hulk. The
success of the whole campaign now rested on this one last mission.

Objectives
The Marines must carry the toxin canister to the main air pump and connect them into the
air system. The location of the pump for the air system is indicated on the map.

Forces
Marines: The Marine player has two full Squads, Squad Lutin and Squad Scipio.

197
DOOR

MARINES DEPLOY

GENESTEALER ENTRY

AIRPUMP SYSTEM

STEALER STARTING
BLIPS

Each consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

198
Genestealers: Starting force of six Blips with one placed in each room and one placed in
the T-section marked on the map. Starting with the Genestealers second phase, 2
reinforcement Blips are received each turn. Only one reinforcement Blip may be placed per
entry area.

Deployment
Place one Squad in each of the darkened deployment corridors shown on the map. Place
the two Toxic Canister counters beneath the Marines that carry them.

Campaign Forces
If you're playing a campaign and the Marines lost mission five, Squad Scipio has one less
Marine with storm bolter and power glove (or if you use standard components: with storm
bolter and chain fist). Also, the Genestealer player received two additional Blips added to
his starting force, which may be placed in any of the deployment areas.

Special Rules
Toxic Canisters: The toxic canister counts as a heavy object. Attaching a toxic canister to
the air pump requires the Marine to be in the adjacent square, facing any side of the air
pump counter. It costs 2 APs to attach the canister and win the game.

Victory
The Marines win by getting at least one canister or toxin attached to the air pumping
equipment for a cost of 2 APs. The Genestealers win by stopping the Marines. If the
Marines lose this mission, the entire campaign is a loss that will dishonor the Blood Angel
Chapter for years to come.

199
+ + DEFILEMENT OF HONOUR

MISSION ONE: STOP THE TIDE


Space hulks do not usually move under their own power. The winds and tides of warpspace
usually determine the course of these derelict clusters of ships. The Defilement of Honor was
different, being equipped with a functioning engine room of sorts, as well as an ancient
navigational computer in control of a course that was programmed in some distant
millennia. The Blood Angels knew that the Defilement of Honor only represented a threat as
long as it was under its own power. If the engines were shut down and its progress through
the warp stopped, the hulk could then be examined at leisure and then destroyed. No longer
such a threat, the Genestealers could be methodically tracked down and slaughtered with
ease.

Further scans of the ship provided details of the internal configuration of the vessel and a
number of Genestealers present. There appeared to be two separate groups of aliens, at
different ends of the hulk. The brood centered on the engines would be a problem for the
troops sent to shut them down, but the larger group congregated at the nav-comm was even
more of a threat. If they were allowed to reinforce the beasts at the engines, the mission
would surely be doomed.

Sergeant Avernus was charged with command of a small strike force, just two squads, sent to
seal the passages between the computer area and the engines. He felt honored to be chosen
for such a vital mission and swore that he would be victorious or die trying. The scans had
shown that there was one section of the hulk that, if sealed, would effectively isolate the
computer area. If Avernus and his troops moved fast they could complete their mission
before the foe realized what was going on.

Objectives
The Marines must close all Stealer Entry Points.

Forces
Marines: The Marine player has two full Squads, Squad Avernus and Squad Seraphus. Each
consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

200
DOOR

MARINES DEPLOY

GENESTEALER ENTRY

AIR DUCT

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player begins the mission with four Blips, and receives two
Blips per turn beginning on the third Genestealer turn.

201
Deployment
Genestealers: Begin the game with one Blip counter in each of the four air ducts. Starting
from the third Genestealer phase, the Genestealer player receives two reinforcement Blips
per turn which may enter through the entry areas shown on the map. If two entry areas are
sealed, reinforcements are reduced to one Blip per turn.

Victory
The Marine player wins if all the Genestealer entry points are sealed. The Genestealers must
stop this by killing all of the Marines.

MISSION TWO: SHUT DOWN


Sergeant Marcus was pushing his men to advance as quickly as possible. There had been no
word yet from the force lead by Sergeant Avernus, but the main mission could wait no
longer. The hulk was comprised of a maze passages and, as the Genestealers were able to
pass through the air ducts so easily, there was worry that even if Avernus was successful, too
long a delay would enable the Genestealers to find another way through.

Squads Marcus and Acheron were detailed to stop the powered hulk - no easy task because
no one could be sure how difficult it would be to gain control of the colossal craft. However,
scans of power linkages indicated a functioning computer in the Drive Room that could be
used to shut down the engines.

Objectives
The Marines must deactivate the engines.

Forces
Marines: The Marine player has two full Squads, Squad Marcus and Squad Acheron. Each
consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

202
DOOR

MARINES DEPLOY

GENESTEALER ENTRY

AIR DUCT

* *

One Marine armed with storm bolter If you have at least one set of 4E or two sets of
and chain fist. 3E remove the air ducts marked with an
One Marine armed with storm bolter. asterisk ('*') and replace them with air ducts of
length 3.
One Marine armed with thunder
hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player begins the mission with three Blips, and receives one
Blip per turn.

Deployment
Genestealers: Before the game, place one Blip outside each entry area.

203
Special Rules
Shutting down the Engines: To deactivate the hulk's engines, a Terminator must be
standing in the indicated square (marked by an x on the map), facing the bottom wall (on
map). For each AP spent, the Marine player rolls a D6 once. A roll of 6 is required to shut
down the engines.

Campaign Forces
If you're playing this mission as part of a campaign and the Space Marines lost mission 1,
more Genestealers can break through from the engine room. This means that the
Genestealers gain an extra reinforcement Blip per turn until two of the entry points have
been sealed.

Victory
The Marine player wins by deactivating the engines. The Genestealers win by killing the
Marine before this happens.

MISSION THREE: TAKE CONTROL


Brother Marius had been detailed by Sergeant Diablo to be the rearguard of the squad.
Survivors of the first two strikes against the Genestealers had reported that the devilish beasts
had used air ducts to move behind them and launch vicious attacks against hard-pressed
Marines. Diablo had taken the reports very seriously, well aware that the force needed to
move very quickly and could not afford to be held up by the threat of marauding
Genestealers behind their lines. Marius was under orders that if any aliens appear to have
outflanked the Space Marines his primary concern was to protect the squad. If necessary he
would be left behind, his only duty to sell his life as dearly as possible.

His survival was considered secondary to the mission to take control of the hulk. While
Marius was keeping their back clear, the others would be carving their way to the Nav-comm
area. Once there, their mission was to re-route the power and take control of the hulk. On
the way the Space Marines would face wave after wave of the ferocious beasts. Finally, when
they got to the Nav-comm, one of Marius' battle brothers would need to concentrate all his
attention on taking control of the computer. Meanwhile, his battle-weary comrades would be
fighting off yet more waves of enraged Genestealers.

With large numbers of Genestealers already present in the section and more expected any
moment, Marius was not entirely sure who had the more suicidal task for this mission - him
at the rear or those at the front...

204
Objectives
The Marines must deactivate the engines.

*
DOOR

MARINES DEPLOY

GENESTEALER ENTRY

AIR DUCT/ENTRY ROOM

CONSOLE

Forces
If you have at least one set of 4E or two sets of
Marines: The Marine player has two full 3E remove the air duct marked with an asterisk
Squads, Squad Diablo and Squad ('*') and replace it with an air duct of length 3.
Hephasteus. Each consists of

One Sergeant armed with a storm


bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

205
Genestealers: The Genestealer player begins the mission with three Blips, and from the
third turn receives one Blip per turn.

Deployment
Genestealers: Before the game, place one Blip in each of the six rooms, anywhere inside
the rooms.

Special Rules
Taking control of the Navigation Computer: To take control of the hulk's navigation
computer, a single Marine must stand in the indicated square, facing a wall, and spend 8
consecutive APs. Keep track of the APs as they are spent, and start over if the Marine is
killed or makes any other action besides accessing the nav-com. When 8 APs have been
spent, the computer is under Space Marine control and they have won. Marine Forces

Campaign Forces
If you're playing this mission as part of a campaign and the Space Marines lost Mission 2,
then the Marines are delayed while they're send another Squad to shut down the engines.
This means the Genestealers' reinforcements start immediately instead of waiting until turn
three.

Victory
The Marine player wins by taking control of the Nav-comm computer. The Genestealer wins
by stopping them.

206
+ + BRINGER OF SORROW
Relief Force Ares was dispatched when deep space augeries in the Ultima Segmentum
detected the approach of the Tyranids in 745.M41. This ravening threat was nearing the
colony of Corinthe and the Dark Angels were notified of the situation. The transport ship
Vengeful Blade dropped out of warp space a mere two days travel from the colony, with the
Space Marines on board chanting their Catechisms of War as they prepared to reinforce the
meagre troops of the Corinthean Planetary Defence Force.

However, as the Vengeful Blades vast engines powered it towards the outpost, reality was
torn apart again as another, much larger ship dropped out of the warp. It was a space hulk,
an immense monstrosity almost fifty kilometres long and half as wide a horrific conglom-
eration of alien ships which scans showed to contain a swarm of Genestealers.

Captain Ares considered his position. Which was the greater threat, the space hulk, dubbed
the Bringer of Sorrow, or the imminent attack by the Tyranids? The Vengeful Blade would
take a least a day, maybe more, to destroy the space hulk. The Vengeful Blade was built for
speed rather than strength and to smash the hulk would really require a dedicated bat-
tleship, which could take weeks to arrive, by which time the hulk could be lost again.

News then arrived that the Techmarines under Ares command had found another way of
demolishing the Bringer of Sorrow. Preliminary scans had located a massive reactor, rem-
nants of some ancient alien starship of huge size. If it could be made to overload, the
resultant detonation would destroy the hulk. More information would have to be gathered
first, but if the Dark Angels acted swiftly they could destroy the hulk within a matter of hours
rather than days.

The few squads of Deathwing Terminators on board donned their armour, checked their
weapons and prepared to board the Bringer of Sorrow. As the boarding torpedoes powered
across the ether, word arrived from Corinthe the first Tyranid ships were just outside the
system. Speed was of the essence and the Space Marines could not afford to fail.

MISSION ONE: PIERCE THE DARKNESS


The Techmarines needed more information before they could devise a way of detonating the
alien reactor, thereby destroying the Bringer of Sorrow. The quickest way to gather this data
was to send in cybernetic scouts C.A.T.s. These would be able to slip past the Genestealers
without detection and transmit the vital information the Space Marines needed. However,
first of all a beachhead needed to be established and a route opened for the C.A.T.s to
proceed towards the reactor.

Sergeant Gabriel "Broken Knife" of the Deathwing was charged with the responsibility of
locating the master controls for the reactor with the three available C.A.T.s. Should this be
achieved in time, the Space Marines would be able to shut down the failsafe systems, killing
all the aliens as the hulk exploded into a plasma fireball a hundred kilometres across. A
veteran of several campaigns against these foes, Gabriel knew full well how dangerous his

207
** *

*
*

*
*
*

DOOR

MARINES DEPLOY

GENESTEALER ENTRY

BULKHEAD

If you prepared the special sections from the


enchiridion components,

- remove all sections marked with an


asterisk ('*') and attached dead-ends.

- Slide the section marked with two asterisks


('**') and attached sections one square
down to connect them to the map.

- Replace all removed rooms with the new


sections.

- Insert corridor sections at the locations


marked with one asterisk ('*'), A corridor
of length 2 at the northern locations and
one with the length 1 in the southern
location.

208
opponents were. Yet there was no time for subtlety: he would have to simultaneously blast a
way through the bulkheads which barred the way, and fight off any Genestealer attacks!

Objectives
The Space Marines must open the bulkheads to deploy the C.A.T.s into the rest of the hulk.

Forces
Marines: The Marine player has two full Squads, Squad Gabriel and Squad Michael. Each
consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player begins the game with one Blip and receives one
reinforcement per turn.

Deployment
The two Squads and the three C.A.T.s are deployed on the marked corridors.

Victory
The Space Marine player wins by getting at least two of the C.A.T.s off the board. The
Genestealer player wins by eliminating all of the Space Marines or C.A.T.s before the
Marines achieve their mission. If all the Space Marines are killed, any C.A.T.s still on the
board do not count towards victory, even if the relevant bulkheads have been opened.

209
MISSION TWO: KNOWLEDGE IS POWER
Due to the heroic efforts of Sergeant Gabriel, the C.A.T.s were able to break through the
bulkheads and locate the master controls of the reactor. Unfortunately, the energy leaks from
the main reactor core of the Bringer of Sorrow were enough to damage even the radiation-
shielded C.A.T.s. The Cyber-Altered Task spy robots were moving in an erratic manner and
were not transmitting all the required data. Ares was left with little choice: he had to
dispatch another strike force to find the C.A.T.s and manually transmit the location of the
master controls, despite the inevitable resistance of the foul Genestealers. Squads Uriel and
Chammuel were given the singular honour of running the gauntlet of rampaging
Genestealers and finding this invaluable data. Time was running out. Chanting the Litanies
of Hatred the Space Marines readied their weapons to perform this nigh-on impossible task.

Objectives
The Space Marines try to get to a C.A.T. to transmit its data.

56

34

12

* *

* * * *

*
* *
*

*
* *

DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

C.A.T. ENTRY AREAS

210
If you prepared the special
sections from the enchiridion
components,

- remove all sections marked


with an asterisk ('*').

- Fill in the new sections


and adjust the number
a n d l e n g t h of t h e
corridors to connect
the map.

Forces
Marines: The Marine player has two full Squads, Squad Uriel and Squad Chammuel. Each
consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

211
Genestealers: The Genestealer player begins the game with one Blip and receives one
reinforcement per turn. He also gains an extra reinforcement Blip per turn until two of the
entry areas have been sealed by the Space Marines.

Special Rules
The C.A.T.s enter play using the rules for Erratic C.A.T. Movement. If you are playing as
part of a campaign, you can only use as many C.A.T.s as you managed to get through in the
first mission. Else you have three C.A.T.s.

Victory
The Space Marine player wins by transmitting the data from one of the C.A.T.s following
the rules for C.A.T. data uploads.

MISSION THREE: DEATHBRINGER


The data recovered by squad Uriel revealed the location of the main control computer near
the reactor core. Now all that remained was to shut down the failsafes, melting down the
reactor and destroying the hulk in the ensuing massive detonation.

However, once the failsafes were shut down and the nearby reactor went critical, it would
destroy any Terminators who couldnt get clear in time. The leaking reactor was playing
havoc with the teleporters and the squads sent in might still give their lives even if they
defeated the Genestealers...

Squads Zadakiel and Jophiel, the most experienced Terminators in the relief force, volun-
teered to carry out this mission, and Captain Ares accorded them this high honour.
Commanding Sergeant Zadakiel knew that the exploding reactor core might kill him, even if
he survived the vicious attacks of the Genestealers. This could well be his last chance to serve
the Emperor before meeting his ancestors. He performed the Rights of Absolution with his
squad, checked his storm bolter and led the attack on the control room. He was determined
to make sure that his name would be remembered as the man who destroyed the Bringer of
Sorrow.

Objectives
The Space Marines must disable the failsafe systems and overload the reactor.

Forces
Marines: The Marine player has two full Squads, Squads Zadakiel and Jophiel. Each
consists of

212
DOOR

MARINES DEPLOY
*
GENESTEALER ENTRY

* MAIN CONTROL COMPUTER


*

*
* *
*

*
* * * *

* *

If you prepared the special


sections from the
enchiridion components,

- remove all sections marked


with an asterisk ('*').

- Replace the rooms with


the new rooms, fill in
the new sections and
adjust the number and
length of the corridors
to connect the map as
shown.

213
One Sergeant armed with a storm bolter and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm bolters.

If you use standard components, the second Squad consists of

One Sergeant armed with a storm bolter.

One Marine armed with an assault cannon and one reload.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player begins the game with one Blip and receives one
reinforcement per turn.

Campaign Rules
If you are playing this mission as part of a campaign and the Space Marines lost Mission 2,
then remove one Space Marine armed with a storm bolter and power fist from each Squad.
These brave warriors were killed by the Genestealers during the search for the computers
location.

Special Rules
Overloading the Reactor: To overload the reactor, a single Space Marine must stand in the
indicated square, facing the console on the wall, and spend 4 consecutive APs or CPs
without interruption. Keep track of the action points as they are spent and start over again
if the Space Marine is killed or makes any other action.

Reactor Room: A Space Marine may not fire a heavy flamer at the squares in the reactor
control room.

Victory
The Space Marine player wins by overloading the main reactor. The Genestealer player
wins by killing all of the Space Marines before they achieve their mission.

214
+ + DUTY AND HONOUR
Amongst all the chapters of the Legiones Astartes the Ultramarines are the greatest and the
most powerful chapter of the Space Marines, renowned throughout the galaxy for their strict
adherence to the Codex Astartes as laid down by their Primarch, Roboute Guilliman, ten
millennia before.

However, they suffered greatly in the First Tyrannic War 745.M41 when their Terminator
company perished to a man fighting Tyranids and Genestealers, a grievous loss from which
the chapter has not yet fully recovered a century later. Now, during the great Forian
Crusade, a gigantic, lumbering space hulk named Hunter of the Void, appeared from the
warp space near the home world of the Ultramarines: Macragge. Unfortunately, most of the
Ultramar fleet was fighting the Emperors War, and thus only one ship, the Will of the
Emperor, could be spared to stop the heinous aliens. It was carrying several squads of elite
Terminators under the command of commander Troilus.

The unremitting fighting raged deep inside the dark corridors but the aliens proved to be
extremely tenacious, as if there was something they were guarding, some dark secret hidden
deep within the core of the space hulk. The scanners of the Will of the Emperor could not
penetrate the shielded chambers deep within the ancient ship, so Troilus assigned two
squads to lift the veil of secrecy of the lower levels. They prepared with their customary
efficiency, chanting their prayers and reciting the litanies of hatred.

MISSION ONE: VEIL OF DARKNESS


There was a large area near the reactor core that was impenetrable to the scanners of the
Space Marines ship. But the Techmarines aboard the Will of the Emperor had found a way
to lessen the ionisation shielding that interfered with the ships scanners. A fully functional
computer terminal had been detected that could be used to reduce the shielding. Due to the
massive radiation leaks from the nearby reactor and its shields, teleporters would not work
anywhere near the area and the Space Marines were unable to determine the number of
Genestealers aboard, nor could they tell exactly where the clawed monstrosities were
emerging from.

Objectives
The Marines must reach the computer in the Shield Control Room, reduce the shielding,
and move out of the section.

Forces
Marines: The Marine player has two full standard Squads, Squad Notaras and Squad
Gorius. Each consists of

215
One Sergeant armed with a
storm bolter and power
sword.

One Marine armed with a


heavy flamer.

Three Marines armed with


storm bolters.

If you use standard


components, the second
Squad consists of

One Sergeant armed with a


C
storm bolter.

One Marine armed with an


assault cannon and one
reload.

One Marine armed with


DOOR
storm bolter and chain fist.
MARINES DEPLOY
One Marine armed with
GENESTEALER PITFALL ENTRY AREA
storm bolter.
RADIATION LEAK
One Marine armed with EXIT AREA
thunder hammer and storm
C COMPUTER
shield.

Note rules for using standard If you are playing with the 5x5 Gantry room of the
components. enchiridion components:

Genestealers: The - remove room with four entrances,


Genestealers start with one the attached dead-ends and
Blip. corridors of length 1. Replace them
with the Gantry room (bridge at C
Deployment the left side). Use the rules for the
Gantr y room instead of the
Marines: The Marine player
radiation leak rules.
places the Marines on any
squares within the two
deployment corridors.

Genestealers: The Genestealer player starts with one Blip in the Control Room as marked
on the map. One reinforcement Blip arrives per turn from the Genestealer entry point in the
Shield Control Room.

216
Special Rules
Radiation Leak: There is a radiation leak in the shield control room's center square. If you
are playing with the Gantry Room, use its rules instead.

Shielding Computer: Each turn a Space Marine spends standing next to the computer
terminal marked on the map without any Genestealers in the Control Room, roll a D6. On a
roll of 4 or more the ionisation shielding is reduced.

Bulkhead with Security Lock: The bulkhead at the exit point is sealed and can only be
opened by spending 1 AP when a Space Marine reaches the last square of the board
section.

Victory
If the Marine player is able to access the Shielding Computer and get two or more Marines
off the board through the exit point, it is classified as a Marine victory. Any other result is a
Genestealer victory.

MISSION TWO: TO KILL THE BEAST


The heroism of Squad Notaras and Squad Gorius had paid off, and the ionization of the
reactor shielding decreased. The scanners of the Space Marine mothership swept the inner
levels of the hulk, and the results were horrifying: the entire inner core of the Hunter of the
Void was infested with teeming swarms of Genestealers. The few remaining squads of
Terminators didnt stand a chance against the numberless alien horde that lurked in the
vastness of the hulk and the Will of the Emperor did not carry sufficiently powerful
weaponry to destroy the ship. And still the hulk continued on its inexorable course towards
Ultramar.

When all seemed lost, the Techmarines aboard the Will of the Emperor found a solution to
the problem: Terminators carrying powerful anti-matter bombs could fight their way to a
level directly below the reactors and place explosives at a main reactor shield emitter. The
chain-reaction of explosions would then tear the space hulk apart, along with its deadly
cargo.

Objectives
The Space Marines must reach the Shield Control Room and place their explosive charges at
the emitter in the middle. If you are playing this mission as a part of the campaign, note
whether the Space Marines are successful or not.

217
Forces
Marines: The Marine
player has two full
standard Squads, Squad
Gladius and Squad
Adrianus. Each consists
of

One Sergeant armed


with a storm bolter
and power sword.

One Marine armed


with a heavy flamer.

Three Marines armed


with storm bolters.

If you use standard


DOOR
components, the second
Squad consists of MARINES DEPLOY

GENESTEALER PITFALL ENTRY AREA


One Sergeant armed
STARTING BLIPS
with a storm bolter.
RADIATION LEAK
One Marine armed
with an assault cannon
and one reload. If you are playing with the 5x5 Gantry room of the
enchiridion components:
One Marine armed
with storm bolter and - remove the room with four entrances, the attached
chain fist. dead-ends and corridors of length 1. Replace them with
One Marine armed the Gantry room (bridge at the left side) and use the
with storm bolter. dead-end to replace the remaining chute section on the
map. Move the two doors and the Genestealer Pitfall
One Marine armed
Entry Area one square down. Use the rules for the
with thunder hammer
and storm shield. Gantry room instead of
the radiation leak
Note rules for using
rules. Assume the
standard components.
map is over the
Genestealers: The reactor and the
Genestealer player starts marines objective is to
with eight Blips. drop the bombs down
from the Gantry room.

218
Deployment
Marines: The Marine player deploys one full Squad on each of the shaded corridor sections
shown on the map.

Genestealers: The Genestealer player places one Blip in each of the eight starting points
marked on the map. One reinforcement Blip arrives per turn from the Genestealer entry
point in the Shield Control Room.

Special Rules
Destroying the Reactor Shield Emitter: The Reactor Shield Emitter is automatically
destroyed if at least one Space Marine reaches the radiation leak in the center of the Shield
Control Room and survives through a Genestealer turn.

Victory
The Marine player wins the moment that the Reactor Shield Emitter is destroyed. The
Genestealer player wins if all the Marines are killed.

MISSION THREE: BACK FROM DARKNESS


The series of explosions began to tear the space hulk apart. Time was running out, but two
squads of veteran Terminators still remained aboard the dying monstrosity, including the
personal bodyguard of Commander Troilus, led by Sergeant Constantius. The Will of the
Emperor defied the danger and remained within the range of the Terminators teleporters,
while Sergeant Constantius summoned all his strength to lead his men out of the shielded
area of the space hulk last Reactor Control Room. Dying in the service of the Emperor was
one thing, but losing the priceless Terminator armour and the gene-seed carried by all Space
Marines was a sin and heresy in the eyes of the Emperor.

Objectives
The Marines must get through the Disposal Chute before the whole section is destroyed.

Campaign rules:
If the Space Marines succeeded in getting at least two of their men out in Mission 1, Squad
Constantius is a full standard Squad.

If the Space Marines succeeded in accessing the computer in Mission 2, the destruction of
the section begins on turn 6.

219
If the Space Marines succeeded in
Mission 2, the Genestealer has no starting
Blips in the Gantry Room.

Forces
Marines: The Marine player has two full
standard Squads, Squad Primus and
Squad Constantius. Each consists of

One Sergeant armed with a storm bolter


and power sword.

One Marine armed with a heavy flamer.

Three Marines armed with storm


bolters.

If you use standard components, the


second Squad consists of

One Sergeant armed with a storm


bolter.

One Marine armed with an assault


cannon and one reload.

One Marine armed with storm bolter


and chain fist.

One Marine armed with storm bolter.

One Marine armed with thunder


hammer and storm shield.

Note rules for using standard


components.

Genestealers: The Genestealer player DOOR

MARINES DEPLOY

GENESTEALER PITFALL ENTRY AREA


If you are playing with STARTING BLIPS
the 5x5 Gantry room of
RADIATION LEAK
the enchiridion
EXIT AREA
components:

-remove the room with four entrances and the attached dead-ends. Replace
the double corridors of length 2 above and below with corridors of length 3.
Connect them with the Gantry room (bridge at the right side). Use the rules for
the Gantry room instead of the radiation leak rules.

220
starts with five Blips.

Deployment
Marines: The Marine player places the Marines on any squares within the two deployment
corridors.

Genestealers: The Genestealer player places one Blip in each of the 7 starting points
marked on the map. One reinforcement Blip arrives per turn from the Genestealer entry
point in the Control Room.

Special Rules
Plasma Reactor Meltdown: Move the turn marker at the start of each Space Marine turn,
the board sections start to be destroyed at the end of turn 5. At the end of the fifth
Genestealer turn the Genestealer player removes both Space Marine entry areas. At the end
of the next turn remove the room and the crossroads. After that remove the L-corridor, the
4-section, and so on.

Bulkhead with Security Lock: The bulkhead at the exit point is sealed and can only be
opened by spending 1 AP when a Space Marine reaches the last square of the board
section.

Victory
The Space Marine player wins by getting at least two Space Marines off the board alive.

221
+ + RETURN TO KALIDUS
Norge slowly lifted the helmet of his Terminator armour away from his head. Still new to
him, this ancient suit of armour had been treasured by successive battle brothers of the elite
Wolf Guard since the time of Leman Russ.

He was still awed by the honour the massive battle armour signified. Only the most
exceptional of the warrior Sons of Russ attained the enviable position of personal guardians
to their company's Wolf Lord. As the youngest and most recent chosen of the Wolf Guard,
Norge was determined to gain honour and glory to match that of those great warriors of the
past who had been the previous bearers of the armour.

Wolf Lord Volund sat across from him, imassively studying the holosphere which showed in
glowing infinitesimal detail the slowly revolving image of the planet below.

Norge gazed in grim fascination at the image of once great Kalidus. The smoggy, sullen skies
were lit from Russ and the Dark Angel had healed their stubborn quarrel and had united
their forces to save Kalidus from the Daemonic forces of the Horus Heresy. Afterwards, the
people of Kalidus had paid homage to the heroic brothers. It was said that before his
departure, Leman Russ had personally placed the Great Company's battle standard in the
courtyard of the Imperial Governor's Palace, as a perpetual reminderto the people of their
debt to the Emperor and to the Sons of Russ.

Norge was brought sharply back to the present by a vehement curse from the Wolf Lord
Volund. It was now clear from the planetary scans that this was not a recent landing,
Kalidus was totally overrun by the seething masses of a Genestealer Horde.

The whole planet would have to be sterilised. However, the virus bombs could not be lossed
yet. The planetary defence systems would knock out the virus bombs before they reached
their targets, so Volund and his Wolf Guard would have to deactivate the defences from the
ground.

It was also of great importance that the battle standard left by Russ should not be
dishonoured. It had to be retrieved and returned to the Space Wolves' home planet, Fenris.

Norge looked around him at the faces of his fourteen comrades, lit by the glow of the
scanning holosphere. Together they made up the three squads of Wolf Guard that were Wolf
Lord Volund's personal retinue. Each of them had distinguished himself by repeated acts of
extraordinary bravery. The three Sergeants stood ready to brief their man, led by Sergeant
Tarl, the leader of Norge's squad. Norge remembered that last feast day before they had left
Fenris, when the Rune Priest had recited his newest saga that told of the attack on base
A10709. On that day, Karlak had been the newly blooded Wolf Guard in unfamiliar
Terminator armour and Volund was a Sergeant. Only these two of all those present had ever
faced that most dreaded for which awaited them down below. Karlak had never talked
about that day but his armour still bore the scars of their claws. Norge could only hope tht he
would acquit himself as well. As Sergeant Harrek and his squad marched from the briefing
room, Norge checked over his armour one more. The time would soon come when he would
face the ultimate challenge.

222
The Campaign
Each of the three missions uses a Squad of Space Wolf Guard Terminators. A Wolf Guard
Terminator Squad consists of

One Wolf Guard Sergeant with storm bolter and power sword.

One Wolf Guard with assault cannon.

One Wolf Guard with heavy flamer.

Two Wolf Guards with storm bolter.

Two of the Wolf Guard Space Marines have chain fists, the others have power gloves.

A Wolf Guard has a close assault factor of +1. A Wolf Guard Sergeant has a close assault
factor of +2.

Campaign Victory
If all three missions are completed by the Wolf Guard then the campaign is a major victory.

If only two terminals are deactivated and the battle standard is recovered then the
campaign is considered a draw.

If all members of the Squad are killed before at least two of the terminals are deactivated,
even though you have recovered the battle standard then the campaign is lost.

MISSION ONE: A QUEST FOR POWER


Harrek knew that they had just one chance of finding the information they required. The
Genestealers would not be expecting them and they should face minimal resistance. They
would have to make this chance count.

All the information they had pointed to the computer complex under the Imperial Governor's
Palace as the best chance of finding the details they needed. They must find out where the
control centre was for the planetary defence system, as well as the location of the banner left
by Leman Russ. They must succeed or the whole campaign would certainly fail!

Harrek's squad stepped into the Teleport Chamber and the Tech-Priest began to chant their
incantations. Just before the squad disappeared, Harrek briefly wondered how many of his
battle brothers would reappear in this room when the task was complete.

Objectives
The Space Wolves are attempting to access the computer terminal to determine the location
of the battle standard and the planetary defence systems' control computer.

223
DOOR
Forces
MARINES DEPLOY
Space Marines: The GENESTEALER ENTRY
Space Wolf player has
a standard Wolf Guard COMPUTER TERMINAL
Squad.

Genestealers: The
Genestealer player
starts with 2 Blips and
receives 2 Blips as
reinforcements per
turn. These are taken
from the standard
Space Hulk Blip set.

Deployment
The Wolf Guard start
in the marked room on
the bottom right of the
map. The Genestealers
starting force is 1 Blip
per entry point.

The reinforcements enter play as 1 Blip per entry point.

Special Rules
To access the information from the computer, the room must be cleared of all Genestealers.
A member of the Wolf Guard must stand in the square directly in front of the terminal and
spend 4 AP or CP without interruption.

Ending The Mission


The mission ends when the information has been accessed. At this point all the remaining
members of the Wolf Guard will be teleported back to the ship. If all the Wolf Guard are
killed the mission and the campaign will have failed.

MISSION TWO: HONOUR BOUND


The information in the computer reveals that the banner has been moved to the barracks of
the Imperial Guard. However it's exact resting place was not known, so the second Wolf
Guard squad would have to search a number of rooms to find it.

224
Objectives
Wolf Guard is
attempting to
locate the
standard and
teleport away
with it.

Forces
Space Marines:
The Space Wolf
player has a
standard Wolf
Guard Squad.

Genestealers:
DOOR
The Genestealer
player starts with MARINES DEPLOY

6 Blips and GENESTEALER ENTRY


receives 2 Blips POSSIBLE STANDARD
as reinforcements ROOM

per turn. These


are taken from the standard Space Hulk Blip set.

Deployment
The Wolf Guard start in the marked corridor on the bottom right of the map. The
Genestealers starting force is 1 Blip per room.

The reinforcements enter play as 1 Blip per entry point.

Special Rules
Searching the Standard: To find the standard, a room (marked P on the map) must be
cleared of Genestealers and then 1 AP or 1 CP used to scan the room. A D6 roll of 6 is
required to find the standard in the first room searched. This is then reduced to a 5 or a 6
in the second room searched, and a 4 or more in the third. If the standard is not found in
the third room it will automatically be in the fourth. Once the standard is located the Wolf
Guard who finds it must spend another 2 AP or CP to pick it up before the Squad is
teleported away.

225
Victory
The mission ends when the battle standard has been retrieved. At this point all the
remaining members of the Wolf Guard will be teleported back to the ship. If all the Wolf
Guard are killed the mission is a failure, and the honour of the Great Company will be
tainted.

MISSION THREE: TERMINUS


Norge glanced over at Sergeant Tarl. The information concerning the location of the
planetary defence control terminals had been found. Now the success of the mission rested
on their shoulders.

The final task was to deactivate the three terminals and thus clear the way for the virus
bombs.

Norge grinned as he closed his helmet. He quickly scanned the indicator lights on the display
and saw that they were all green. He felt much happier, now the waiting was over. Soon
there would only be the heat of battle and the task ahead.

Norge readied his Storm Bolter. He knew that the Genestealers were now alerted to their
presence and would be massing to attack. If death awaited him below, he would die with

DOOR

MARINES DEPLOY

GENESTEALER ENTRY

COMPUTER TERMINAL

226
honour. For the Emperor, and the honour of the Space Wolves of course, but mostly for his
battle brothers.

Objectives
The Space Wolves are attempting to deactivate all three planetary defence terminals.

Forces
Space Marines: The Space Wolf player has a standard Wolf Guard Squad.

Genestealers: The Genestealer player starts with 1 Blip and receives 2 Blips as
reinforcements per turn. These are taken from the standard Space Hulk Blip set.

Deployment
The Wolf Guard start in the marked corridor on the bottom left of the map. The
Genestealers starting force may be placed at any entry point.

The reinforcements must enter play at different entry points.

Special Rules
Locked Doors: The doors to the terminals are locked and the access codes are unknown,
so the doors must either be attacked (a 6 is needed to break through with a power fist or a
power sword, bonuses don't count) or destroyed by a chain fist. The doors must NOT be
shot.

Deactivating Terminal: To deactivate a terminal, a Wolf Guard must be facing it and must
spend 2 AP or CP without interruption.

Victory
The mission ends when all three terminals have been deactivated. At this point all the
remaining members of the Wolf Guard will be teleported back to the ship.

227
+ + FANGS OF FENRIS
Amongst the annals of the Imperium, few warriors have proved their worth as much as the
Wolf Guard of the Space Wolves Chapter. Devastatingly ferocious in attack, immovably res-
olute in defence, these savage warriors have broken many foes down the long millennia.
Like the other Space Marine Chapters, the Space Wolves have had their share of encounters
with the deadly Genestealers. Perhaps the most memorable action against the vile alien
invaders was fought between a small force of Wolf Guard who were sent to eradicate the
threat posed by the Space Hulk Messenger of Woe, which dropped out of warp space only a
few light years from the Space Wolves homeworld of Fenris.

Wolf Lord Keurl Ironfang commanded the attack, sending his squads of Terminator-
armoured Wolf Guard into the heart of the Genestealers lair. There they battled face-to-face
with their foes, resolving to destroy each abomination with their storm bolters, heavy flamers
and assault cannons. There were no cryogenics to shut down, no handy reactors to explode,
no tricks at all the aliens would each have to be killed personally, a prospect which the
battle-hungry veterans actually looked forward to with fevered anticipation. Now was a
grand opportunity to prove their worth in battle and earn themselves a place at Leman Russ
side at the time of reckoning... Ragnarok.

The Wolf Guards boarding torpedoes slammed into the side of the Messenger of Woe and
the Terminators stormed out, quickly establishing a bridgehead from which to launch
further attacks. Progress was good and hundreds of Genestealers fell to the Space Wolves
assault cannon and chainfists. However, a relatively small force of the vile aliens managed
to evade the fate of their brethren, slipping away into the shadowy depths of the hulk whilst
the Wolf Guard fiercely battled their way towards them. Eradicating this knot of resistance
would be the Space Wolves main task.

Campaign Rules
In this particular campaign the Space Wolves have a very simple aim kill as many
Genestealers as possible whilst taking as few losses as possible. For these reasons the
victory conditions for these missions are slightly different from normal. Instead of a
sudden death victory condition like operating a console, each mission allocates points for
achieving certain conditions.

Play each mission through with both players taking it in turn to take command of the Space
Wolves. Keep a record of the points scored by each player as the Space Wolves com-
mander the player with the highest score after playing all three missions wins.

MISSION ONE: TRAP THE FOE


The main problem faced by Wolf Lord Ironfang was the size of the area occupied by the
Genestealers. Unless he could limit his foes freedom of movement, his Wolf Guard could
spend forever and a day hunting down the aliens and still not catch them all. To counter

228
this, he ordered squads Gunnar and Vulpen to cut off the Genestealers escape routes by
sealing the bulkheads across their path, trapping the fiends where he could attack them.

Objectives
The Wolf Guard must seal the Genestealer entry areas.

DOOR

MARINES DEPLOY

GENESTEALER
ENTRY AREA

Forces
Marines: 2 Squads of Wolf Guard Squad Gunnar and Squad Vulpen. Each Squad consists
of

One Sergeant with power sword.

One Wolf Guard armed with a heavy flamer.

One Wolf Guard armed with an assault cannon.

Two Wolf Guard armed with storm bolters.

Two Wolf Guard in each Squad are also armed with chain fists.

If you use standard components, only one Wolf Guard in the first Squad has a chain fist.
The second Squad consists of

One Sergeant armed with a storm bolter.

Three Marines armed with storm bolter.

229
One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player begins the game with one Blip counter in each of the
rooms. During the game, the Genestealer player receives one reinforcement Blip per turn
per open entry area.

Victory
The Wolf Guard player earns one point for each Genestealer entry area sealed.

MISSION TWO: COUNTERATTACK


As squads Gunnar and Vulpen sealed off the Genestealers line of retreat, squads Grendel
and Loki pressed forward, pushing the Genestealers before them. Then disaster happened.
The Space Wolves preliminary scans had failed to pick up a large concentration of
Genestealers lurking near a shattered engine room. Perhaps the additional radiation shield-
ing had cloaked them from the scans of the Space Wolves battle cruiser.

Whatever the reason, the two


squads found themselves
heading straight for a large
con- centration of
Genestealers who suddenly
turned and launched a
counter-attack. Wave after
wave of the fiends poured
towards the doomed Wolf
Guard.

Ironfang dispatched more


squads to counter this threat,
but squads Loki and Grendel
would have to hold up the
Genestealers for as long as
possible. If they could sell
their lives dear- ly enough the
valiant Wolf Guard could
keep the Genestealers in one
place. Then their bat- tle-
brothers would be able to DOOR
catch them and slaughter the MARINES DEPLOY
foe wholesale. Checking their
GENESTEALER ENTRY
weapons, the Wolf Guard
PITFALL ENTRY AREAS

230
picked their defensive positions and prepared to take as many of the abominations with
them as possible.

Objectives
The Space Wolves are trying to hold out as long as possible to allow the rest of the force to
get into position.

Forces
Marines: 2 Squads of Wolf Guard Squad Grendel and Squad Loki. Each Squad consists of

One Sergeant with power sword.

One Wolf Guard armed with a heavy flamer.

One Wolf Guard armed with an assault cannon.

Two Wolf Guard armed with storm bolters.

Two Wolf Guard in each Squad are also armed with chain fists.

If you use standard components, only one Wolf Guard in the first Squad has a chain fist.
The second Squad consists of

One Sergeant armed with a storm bolter.

Three Marines armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player gains three reinforcement Blips per turn, which may
be placed at any of the Genestealer entry areas marked on the map.

Deployment

The two Squads may be deployed anywhere on the map, split as you want, and may start
the game on Overwatch if you wish.

Special Rules
Genestealers are never forced to lurk, even if there is a Wolf Guard within 6 squares.
Terminators standing on entry point squares may be attacked in close combat straight away
by Genestealers entering at that point, with no chance to fire on Overwatch.

231
Victory
The Wolf Guard player earns points for the length of time he manages to hold out. You
score one point if there are Wolf Guard still alive at the end of turn 10, two points at the
end of turn 14 and three points at the end of turn 18. The Genestealers are trying to kill all
the Wolf Guard as quickly as possible.

MISSION THREE: ANNIHILATE


Wave after wave of clawed monstrosities poured through the cramped tunnels, intent on
rending apart the Terminator armoured Wolf Guard. The staccato pounding of storm bolter
and assault cannon fire became a constant drone and the death toll amongst the aliens
reached astronomical proportions. Losses amongst the veteran Space Wolves were light and
the comm-net echoed with vicious laughter as they destroyed their foes.

Only one section of the Messenger of Woe remained to be cleansed. The Wolf Guard moved
in relentlessly until only a small pocket of resistance held out. Squads Aenir and Vanir faced
this last-ditch attempt at survival. Implacably they advanced with their weapons blazing,
until finally the Genestealers could flee no more.

The destruction of the Genestealers was virtually assured, everything now was a matter of
honour. Sergeant Aenir, field commander of the small force, wanted to lose as few warriors
as possible. Every
Space Wolf lost to the
Genestealers now
would be a total
waste.

Objectives
The Wolf Guard must
take as few casualties
as possible while they
destroy the remnants
of the Genestealers.

Forces
Marines: 2 Squads of
Wolf Guard Squad
Aenir and Squad DOOR

Vanir. Each Squad MARINES DEPLOY


consists of GENESTEALER
ENTRY AREA
One Sergeant with

232
power sword.

One Wolf Guard armed with a heavy flamer.

One Wolf Guard armed with an assault cannon.

Two Wolf Guard armed with storm bolters.

Two Wolf Guard in each Squad are also armed with chain fists.

If you use standard components, only one Wolf Guard in the first Squad has a chain fist.
The second Squad consists of

One Sergeant armed with a storm bolter.

Three Marines armed with storm bolter.

One Marine armed with thunder hammer and storm shield.

Note rules for using standard components.

Deployment
The Genestealer player begins the game with the full Blip set. Randomly place 1 Blip on
each of the four dead ends, 2 in each of the rooms and the rest anywhere on the board as
long as they are not within 10 squares of a Wolf Guard. These Blips are placed after the
Wolf Guard have set up.

Victory
The Wolf Guard player earns points for the number of Terminators left alive after the
Genestealers have been wiped out. You score one point for every Wolf Guard model left
alive. The Genestealers want to kill as many Wolf Guard as possible before they are wiped
out.

233
+ + ARK OF DUST
In the year 609.M41, a small Imperial flotilla that had dropped out of the warp near to the
world of Valhalla stumbled across a vast space hulk drifting dangerously close to a populous
agri-world. Among the flotilla were two Space Wolves strike cruisers carrying upwards of
150 of the chapters finest, en route to Valhalla itself to link up with a gathering crusade
force. Upon discovering the hulk, Wolf Lord Gulo ordered a small contingent of the Wolves
under his command to board the vessel and investigate what, if any, threat resided on board
the hulk. The marines initially met little resistance but within 15 minutes of boarding, they
were swiftly and suddenly assaulted by a large number of genestealers and massacred to a
man.

Gulo realised that this was no straightforward boarding action and was pondering whether
destroying the hulk was an option. However, upon assessing the data returned to him by the
boarding party before their unceremonious massacre, two things became clear. First, the size
of the hulk meant that destroying the hulk with cyclonic torpedoes or even a continuous
barrage of firepower would only split the hulk in to several large chunks, which, if caught in
the planets gravity, would be drawn towards the planet and cause catastrophic levels of
destruction which the population would surely not survive. Secondly, one section of the hulk
seemed to be a large Space Wolves vessel. Gulo's curiousity was piqued. Leaving the majority
of his force under the command of his Rune Priest, he sent them onwards to Valhalla,
keeping only his Terminator armoured contingent and sending out a request to nearby Baal
for assistance.

Lexicanum Calistarius answered the call at Commander Dante's request. His experience on
board the Sin of Damnation only a few years previously made him the perfect man for the
job. Unfortunately, that mission had had a profound effect on the librarian and he still
smarted at the loss of so many brave marines. The memories of Lorenzo and his squads
sacrifices to get the librarian to safety and ensure the success of the mission had not faded.
He arrived with 40 terminators at his beck and call and immediately met with Gulo to
decide on a course of action.

The plan was simple in theory. The hulk had two weak points which, if sufficiently damaged
from within would split the hulk in to 3 pieces. The other two chunks (the largest of which
seemed from the scans to be the most heavily populated) would be small enough to be towed
out of the system and destroyed. The third chunk could then be explored by the Space Wolves
to see if anything of worth to their chapter could be salvaged. This would then also be towed
and destroyed.

All in all, 55 terminator armoured veterans of the two chapters were present, and they would
be sent in to secure a forward base from which the force could operate. At this point two
small teams would be sent deep in to the hulk to plant the explosives while their battle
brothers would follow in their footsteps to secure their escape route. These teams were to be
lead by Blood Angels Sergeant Catania, a man with over 500 years experience under his
belt, and Space Wolves Sergeant Lupus, a legend in his own right.

234
The boarding action went off without a hitch and the terminators encountered little to no
opposition. A beachhead was established and the two squads set off together on their
mission...

MISSION ONE: BREAKTHROUGH

DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

MARINE EXITS

Objectives
The Marines try to break through deeper into space hulk.

Forces
Space Marines:

The space marine player has two Squads, one Space Wolf Squad and one Blood angels
Squad.

The Space Wolf Squad consists of a sergeant armed with a Power Axe and Storm Shield, a
marine with an Assault Cannon, two armed with Storm Bolters and Power Fists and one
armed with a Chainfist and Storm Bolter.

The Blood Angels Squad consists of a sergeant armed with a Power Sword and Storm
Bolter, a marine armed with a Storm Bolter, Power Fist and Cyclone Missile Launcher

235
(loaded with Web Missiles), 2 armed with Storm Bolters and Power Fists and one armed
with a Storm Bolter and Chain Fist.

Space Wolf Squad

One Sergeant armed with a power axe and storm shield.

One Marine armed with a assault cannon.

Two Marines armed with storm bolters.

One Marine armed with storm bolter and chain fist.

Blood Angel Squad

One Sergeant armed with a power sword and storm bolter.

One Marine armed a marine armed with a storm bolter, power glove and cyclone missile
launcher.

Two Marines armed with storm bolters.

One Marine armed with storm bolter and chain fist.

If you use standard components, the Space Wolf Sergeant is armed with thunder hammer
and storm shield. The Blood Angels Marine with chain fist has a power glove and the
Marine with cyclone missile launcher is armed with a heavy flamer with ekpyrosis
promethium (see special rules).

Note rules for using standard components.

Genestealers: The Genestealer player begins the mission with four blips and receives two
reinforcement blips per turn.

Special Rules
Malfunctioning Doors: All doors in this area of the hulk are prone to malfunction.

Cyclone Missile Launcher (loaded with web missiles): Loaded with web missiles, the
cyclone missile launcher becomes a versatile and effective defensive weapon for usage in
space hulks. It can be used to block off corridors and prevent the enemy from advancing.
The cyclone missile launcher may be fired twice in a game, blocking off any tile space
within line of sight and twelve squares of the user for the remainder of the game. This
weapon costs two AP to fire and cannot be fired as part of a combined action.

Ekpyrosis Promethium: If you are playing with standard components, the heavy flamer is
loaded with ekpyrosis fuel.

236
Victory
The Space Marine player wins by getting 3 or more terminators off the board via EACH exit
point, for a total of 6 Space Marines. It is not necessary for the Marines to be from the same
squad. The Space Marine may achieve a drawn result by only getting 3 marines off the
board via one exit point.

The Genestealer player wins if the marine player cannot achieve his objective, either
through killing eight marines or it becoming impossible for the marine player to get three
marines off via one exit point.

MISSION TWO: SURGICAL DESTRUCTION

Forces
Space Marines: The Space Marine player has one squad consisting of three Terminators.

One Blood Angel sergeant armed with a power sword and storm bolter.

DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

MARINE EXITS

Two Marines armed with a storm bolter and power fist, one is a Blood Angel, the other a
Space Wolf.

237
Genestealers: The Genestealer player begins the mission with two blips, and receives two
reinforcement blips per turn.

Special Rules
Beta Strain Genestealers: This mission marks the first time the Space Marine forces on
board the Ark of Dust encounter one of the evolved Genestealer strains. Beta Strain
Genestealers have a thicker carapace than the normal "Alpha" Strain Genestealers. As such,
even under sustained fire, a Beta Strain Genestealer can only ever be killed by shooting on
a roll of a 6. Close combat is unaffected. The Genestealer player has 4 of these special
Genestealers to use in the game that can be placed like normal Genestealers whenever a
blip is revealed.

Bombs: In order to achieve their mission goals, the Space Marines must place and arm
bombs in the rooms marked A, B and C. In order to place and arm a bomb, a Space Marine
must be standing in the room and expend a full 4 action and/or command points.

Demoralised: The Blood Angels Sergeant in this mission is having one tough day. This
coupled with having a Space Wolf in his severely reduced squad means he is not at his
commanding best. As such, the Space Marine player gets one CP less than normal.

Victory
In order to win the mission, the Space Marine player must place bombs in all 3 rooms and
have at least one marine leave the board via the marked exit point. If all 3 bombs are
placed and armed but no Marines escape the board, the mission can be considered a draw.

The Genestealer player garners an outright win if he can kill all three Space Marines before
they have placed and armed all three bombs. If the Genestealer player can prevent the
Marine player from getting a Marine off the board after he has armed all three bombs, he
may still attain a drawn result.

MISSION THREE: SCRAMBLE

Objectives
The Space Marines must bombs three control rooms and escape the area.

Forces
Space Marines: The Space Marine player has one Space Wolf Squad consisting of five
terminators.

238
DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

MARINE EXITS

One Sergeant armed with a Power Axe and Storm Shield.

One marine with an Assault Cannon.

Two Marines armed with Storm Bolters and Power Fists.

One Marine armed with a Chainfist and Storm Bolter.

Genestealers: The Genestealer player begins the mission with two blips, and receives one
reinforcement blip per turn.

Special Rules
Bombs: In order to achieve their mission goals, the Space Marines must place and arm
bombs in the rooms marked A, B, C and D. In order to place and arm a bomb, a Space
Marine must be standing in the room and expend a full four action and/or command points.

Victory
In order to win the mission, the Space Marine player must place bombs in all 4 rooms and
have at least one marine leave the board via the marked exit point. If all 4 bombs are
placed and armed but no Marines escape the board, the mission can be considered a draw.

The Genestealer player garners an outright win if he can kill all 5 Space Marines before
they have placed and armed all three bombs. If the Genestealer player can prevent the

239
Marine player from getting a Marine off the board after he has armed all 4 bombs, he may
still attain a drawn result.

MISSION FOUR: BASTION

Objectives
The Space Marines try to seal off the area.

Forces

DOOR

MARINES DEPLOY

GENESTEALER ENTRY AREA

MARINE EXITS

Space Marines: The Space Marine player has one squad consisting of five terminators. The
Space Wolf squad consists of a sergeant armed with a Power Axe and Storm Shield, a
marine with an Assault Cannon, two armed with Storm Bolters and Power Fists and one
armed with a Chainfist and Storm Bolter. The Space Marine player must split his squad in to
two teams. A team of two marines must be placed in the lower left room and a team of
three marines must be placed in the upper right room.

Genestealers: The Genestealer player begins the mission with one blip. The rest of the
blips must be divided in to reinforcement groups. 7 single blip counters and 7 stacks of two
blip counters must be laid out at random. The Genestealer may play one of these 14
reinforcement groups per turn (so either one or two blips.) Once he runs out of blips,

240
recycle the stacks into an even number of single blip and stacks of two Genestealer blips
and continue doing this until the game is over

Special Rules
Sealing Bulkheads: There is a sealable bulkhead at every Genestealer entry point. In order
to seal a bulkhead, a Terminator must stand next to the entry point and spend 1AP or CP.
This can not be a combined action. Once the bulkhead is sealed, the marine player removes
the purple Genestealer entry point marker. The Genestealer player may no longer bring
Genestealers on here.

Victory
In order to win the mission, the Space Marine must seal all of the bulkheads at every
Genestealer entry point and have at least one surviving marine at the end of the game.

The Genestealer player wins if he kills all of the Space Marines before he can seal all of the
bulkheads.

241
+ + HEROES OF ULTRAMAR
Normally any spacecraft moving through the warp sets up vibrations which can be detected
by a human Astropath, but the hivefleet is so unimaginably vast that it creates an
impenetrable disturbance like a huge blocking shadow in the warp. This shadow is the dark,
impenetrable will of the hive mind itself, before which the astral spirit of a puny psyker is
about as safe as a candle in a hurricane. In 745.M41. deep space augeries in the Ultima
Segmentum detected the approach of the Tyranids.

Sergeant Dardinius could not believe the scene unfolding before his eyes as he discharged
his storm bolter through the vision slit of the bunker. A seething, rolling tide of living bodies
was flooding across the ice plains towards his position, dragging down scout titans and
cracking open land raiders without so much as slowing down. Nothing in all his long years
of war had prepared him for this, but his training as a Ultramarine didnt allow it to show.
Dardinius looked down at his scanner.

+++300m+++ Bestial roars split the air, sounding strangely distorted through his autosense
filters.

+++200m+++ The tremor of the ground beneath his feet was noticeable now.

+++100m+++ Click. His storm bolter ran dry. Dardinius reloaded in a flash.

"Sustained fire," ordered Dardinius, encouraging his squad to keep shooting. Every bolt
round blasted apart alien flesh and shattered chitin, and as each tyranid collapsed, he
expected to see chinks of daylight spilling in behind them, but all he saw was an even fouler
creature ready to take the place of the one hed just killed.

+++contact+++ Talons slashed left and right through the bunkers vision slits, as swift as
quicksilver and as tough as steel. Bestial faces roared and tried to squeeze themselves
through the far-too-narrow viewing ports. Dark ichor and bile sprayed in, hissing off the
terminators armour. Somewhere else in the bunker complex, someone screamed.

MISSION ONE: OUTER BASTIONS


Thunk. Thunk. Thunk. Boom! Somewhere in the bastion the machine spirit of an auto-blast
door failed. The sound of gun fire intensified and the comm-net traffic spiked dramatically.
Dardinius struggled to pick out his orders from the static.

"Squad, assume tactical withdrawal formation beta," he said suddenly, "brother Gregorian,
lay down cover with your assault cannon. Captain Invictus has ordered us to fall back and
assume second like defensive positions in the lower levels."

Firing one last burst into the mass of aliens, appendages and bodies still pressing through
the fire slits, Dardinius turned and motioned his squad towards the hatch that led towards
the lower level, warily regarding the blips that circled around them on his motion scanner.

242
DOOR

MARINES DEPLOY

GENESTEALER
ENTRY AREA

Objectives
The Space Marines must escape by exiting through the chute in the lower right-hand corner
of the map.

Forces
Marines:

Squad Dardinius

One Marine Sergeant with storm bolter and power sword.

Two Marines with storm bolter and power glove.

One Marine with storm bolter and chain fist.

One Marine with assault cannon and power glove.

Genestealers: The Genestealer player starts with 1 blip and receives 1 blips as
reinforcements per turn.

243
Deployment
Marines: The Marine player may deploy his Marines in the rooms marked A, B and C, in
any square and facing any direction. There must be at least one Marine in each of the
rooms.

Special Rules
Escape: Any Marine model may use the chute on the map to escape to safety.

Victory
The mission ends when there are no more Marines left in play. If three or more Marines
escaped then the Marines win. Any other result is a draw.

MISSION TWO: CONTINGENCY


Sergeants Conjectus and Rubicus moved their squads through the tunnel network at double-
pace. The navigation insignia on the walls indicated the reserve armoury was directly ahead
of them. They were well over one hundred metres below eagle bastion at the northern
defence fortress, marching through tunnels hewn from the icy granite of macragges polar
continent. Sounds of battle drift down from above, sounding muffled and distant; a whole
world away.

Captain Invictus had ordered the withdrawal to the secondary defensive lines in the lower
levels. Squads Conjectus and Rubicus would be moving to join the rest of the first company
shortly, but they had been ordered to detour via the reserve armoury and secure as much
ammunition and equipment as possible.

"Spread out, overwatch positions," ordered Conjectus as they reached their destination. The
armoury was split across either side of the corridor, the two squads separating to secure each
all approaches to the rooms. "Gather as much as you can," ordered Rubicus, surveying the
room. Ammunition was piled from floor to ceiling, enough for months of siege. But would it
be enough to stop the nightmarish Tyranids? He wondered.

"Sir, I detect movement," reported brother Strombo suddenly, indicating the approximate
direction of approach with the barrel of his assault cannon.

"Hurry, gather as much as you can-" began Rubicus, but his fellow sergeant cut him off mid-
sentence.

"No," said Conjectus, "brother, the approaches to this armoury are void field protected, and
the activation controls are not far from here. We will never be able to carry all this
ammunition to the rest of the company and also fight against these foul abominations. Let
us activate the shields to buy ourselves more time."

244
"A sound plan, brother," nodded Rubicus, "squad, move out!"

Objectives
The entire armoury area is designed to enable its complete isolation from the rest of the
fortress in the event of an emergency. The Space Marines must secure the armoury area and
eliminate the Genestealer threat.

DOOR

MARINES DEPLOY

GENESTEALER ENTRY

PITFALL ENTRY AREAS

Forces
Marines:

Squad Conjectus

One Marine Sergeant with storm bolter and power sword.

Two Marines with storm bolter and power glove.

One Marine with storm bolter and chain fist.

One Marine with heavy flamer and power glove.

245
Squad Rubicus

One Marine Sergeant with storm bolter and power sword.

Two Marines with storm bolter and power glove.

One Marine with storm bolter and chain fist.

One Marine with assault cannon and power glove.

If you use standard components, Squad Rubicus consists of

One Sergeant armed with a storm bolter and power glove.

Two Marines with storm bolter and power glove..

One Marine with assault cannon and power glove.

One Marine with thunder hammer and storm shield.

Note rules for using standard components.

Genestealers: The Genestealer player starts with 2 blips and receives 2 reinforcement blips
per turn.

Deployment
Marines: The Marine player may deploy one squad in the upper rooms, and the other
squad in the lower rooms.

Special Rules
Armoury Lockdown Protocol: A Marine may activate this protocol by standing on the
marked square in the far right room and spending 4 APs. These points must be spent in
one go on the same turn, but can include command points. If a Marine successfully
manages this then the area has been sealed. For the rest of the game the Genestealer player
may not bring on any more Genestealers or blips from any of the marked entry points.

Victory
The mission ends if there are no Genestealers or blips remaining in play at the end of any
Genestealer turn.

If all the Marines are killed before they can achieve this, then the Genestealer player wins.
Any other result is a Marine victory.

246
MISSION THREE: WASTE DISPOSAL
The five hulking Terminators splashed purposefully forward through the puddles of brackish
water. These waste disposal conduits had probably never felt the tread of an Ultramarine
since this fortress was founded, Brother-Librarian Arcadius thought ruefully to himself, yet
here they were slinking through them like rats in a drain.

They had little choice in the matter; the second line positions had been overrun and Captain
Invictus had ordered a fall back to the very heart of the fortresses sub levels. Dying where
they stood would have served no purpose, it made far more tactical sense to regroup and
pool their firepower once more.

Arcadius was leading the battle-scarred and weary survivors of several squads through the
waste conduits to reach the rendezvous point. He knew that the Ryranids and their
Genestealer vanguard could not be far behind. Something new had appeared in the last
wave of the swarm too, giant, lithe killers with massive mantis talons and flickering,
chameleonic scales. Their approach was not easy to detect even for the librarian and he
knew they could be metres away and he would never know...

DOOR

MARINES DEPLOY

GENESTEALER ENTRY

AIR DUCT

If you prepared the air duct sections from the enchiridion components,

- remove all sections marked with an asterisk ('*') and replace them with
corridors of length 2.

247
Objectives
The Marines must pass through the waste processing area and link up with their brothers
on lower levels.

Forces
Marines: The Marine player has the following forces:

One Marine Librarian level 1 with storm bolter and force axe.

One Marine with lightning claws.

One Marine with storm bolter and power glove.

One Marine with storm bolter and chain fist.

One Marine with heavy flamer and power glove.

Genestealers: The Genestealer player starts with 1 blip in either of the two rooms and
receives 1 reinforcement blip per turn.

Special Rules
Escape: Any Marine model may use the stairs marked X on the map to escape to safety.

Lictor: The Lictor is available for the Genestealer player to use in this mission. See the
Genestealer House Rule section for Lictor rules.

Victory
The mission ends when there are no Marines left in play.

If the Librarian and one additional Marine managed to exit the map via the stairs marked X
then this is a Marine victory. If two or more Marines exited to safety but the Librarian did
not then this is a draw. Any other result is a Genestealer victory.

MISSION FOUR: UPLINK

Objectives
The Marines must retrieve the vox-uplink relay, then exit the map via the Imperial entry
point.

248
DOOR

MARINES DEPLOY

GENESTEALER ENTRY

PITFALL ENTRY AREAS

Forces
Marines: The Space Marine player has one one Squad, Squad Conjectus, and a Space
Marine Captain.

One Marine Captain with plasma blaster and power glove.

One Marine Sergeant with storm bolter and power sword.

Two Marines with storm bolter and power glove.

One Marine with storm bolter and chain fist.

One Marine with heavy flamer and power glove.

If you use standard components, replace the Sergeant with a Sergeant with storm bolter and
power glove and the Captain with a Captain with storm bolter, power sword and built-in
grenade launcher. Note rules for using standard components.

Genestealers: The Genestealer player starts with blip in either of the two rooms and
receives one reinforcement blip per turn.

Special Rules
Vox-uplink Relay: The vox-uplink relay is an object and follows all the rules for objects. It
is deployed on the marked square.

249
Victory
The mission ends when a Marine carrying the vox-uplink relay exits the board via the
Imperial controlled entry point at the top of the map.

MISSION FIVE: LAST STAND


Invictus regarded the massive swarm of blips surrounding their position with cold
detachment. He had been correct: This last part of the polar bastion still in Ultramarine
hands had been safe for only a short period of time the Tyranids were indeed regrouping
for another attack. Invictus grinned ruefully that the penitorium would be the last
stronghold of he and his men. It seemed grimly poetic.

"Prepare yourselves, brothers" he commanded, turning away from his auspex to regard each
of his warriors in turn, "the enemy masses for the final attack, and only one species will
leave these corridors alive."

"Lord Calgar the Emperor bless his name now knows of our situation and has despatched
Captain Fabian and his third company to assist us soon. We need merely hold back the
xenos tide until then."

A massive alien roar echoed down the corridors surrounding the Terminators, seeming to
come from all directions at once. In truth, it probably did. Invictus turned back to face the
barricades, donning his helmet. He knew a challenge when he heard one, regardless of
language. As the roar died away, the clatter and rattle of hard claws and hooves beating out
an insane rhythm on metal floors and walls could clearly be heard. The blips drew
inexorably closer, merging as one mass.

DOOR

MARINES DEPLOY

GENESTEALER
ENTRY AREA

250
No matter what happens this day, always remember who you are, said Invictus into the
vox-net, his powerful and reassuring voice reaching into the soul of every man present, You
are Space Marines; Sons of Guilliman; Heroes of Ultramar!

The first Genestealer burst into view, leaping over the barricades from the darkness. Invictus
took aim and squeezed the trigger of his plasma blaster.

Objectives
The Marines have little hope of surviving the waves of Genestealers assaulting them
without reinforcements, but every minute they survive brings Captain Fabian and the Third
Company relief force nearer to Macragge.

Forces
Marines:

One Space Marine Captain with plasma blaster and power glove.

Two Marine Sergeants with storm bolter and power sword.

Six Marines with storm bolter and power glove.*

2 Marine with storm bolter and chain fist.

If you use standard components, the Squad consists of

One Captain armed with storm bolter, power sword and built-in grenade launcher.

Two Sergeants with a storm bolter and power glove

Three Marines armed with storm bolter and power glove.

One Marine armed with storm bolter and chain fist.

One Marine armed with lightning claws.

One Marine armed with thunder hammer and storm shield.

Additional forces for up to two force points may teleport into the Marine deployment zone.
Note rules for using standard components.

Genestealers: The Genestealer player starts with 2 blips and gains 2 reinforcement blips a
turn.

Deployment
Marines: The Marine player may deploy his Marines in the marked rooms. There must be at
least one Marine in each of the rooms.

251
Special Rules
Last Stand: The Marines may have additional forces to aid them depending on how well
they performed in the previous missions.

If they won Mission I, replace one of the storm bolters marked * with a heavy flamer.

If they won Mission II, replace one of the storm bolters marked * with an assault cannon.

If they won Mission III, the Marines gain a Librarian Level 1 armed with storm bolter and
force axe.

If they won Mission IV, the Marines gain a Marine Sergeant armed with lightning claws and
a Marine armed with thunder hammer and storm shield.

Lictor: The Lictor is available for the Genestealer player to use in this mission.

All out attack!: Genestealers, Lictors and Blips are not forced to Lurk in this mission.

Victory
The mission ends after 20 turns. If there are any Marines still alive at the end of turn 20 this
is a Marine victory. Any other result is a Genestealer victory.

252
+ + THE LAST STAND
The Blood Angels outpost on Perdus Magnus is buried beneath the surface of a small harsh
planet outermost from the star. Above the base, icy gales whip up fine glass-like sand and
scour the rocks into strange tortured shapes. The atmosphere contains only gases deadly to
the human system. During the months-long night, many of these gases cool to liquid and
contorted rocky statues rise out of a turgid poisonous sea. No man could survive the planet's
atmosphere unprotected by a power suit - without heat, the blood would quickly freeze - the
scouring winds would strip the flesh from a man's bones.

The starship landed on the bleak planet, its rockets dying as it impacted on the broken,
twisted surface.

Captain Lazarus, commander of the garrison of six squads of Space Marines armed with
some of the chapter's ancient honour suits of Terminator armour, scanned the starship for
signs of life or of the energy flows that might indicate survivors. There was nothing. The craft
was completely dead.

Lazarus' garrison duties were almost over, the relief contingent was due any day. No-one
was sent to investigate the derelct ship. There were so many preparations for their departure
as soon as the relief garrison arrived.

Two days later the Genestealers attacked.

Campaign Rules:

The Genestealer player uses the expanded Blip set. You can emulate this Blip set as
detailled in Deathwatch: Overkill Hybrid House rules, Streamlined Extended Hybrid Blip.
The lettered/marked Blips represent the following Hybrid rules and models from
Deathwatch:Overkill:

A /1 Non-psyker with basic weapon (autogun and autopistols)


B /1 Non-psyker with basic weapon "
C /1 Non-psyker with basic weapon "
D/2 Non-psyker with basic weapon "
E /2 Non-psyker with basic weapon "
F /3 Non-psyker with heavy weapon (mining laser, grenade launcher,
G/3 Non-psyker with heavy weapon psyker with psychic blast level 2)
H/3 Non-psyker with heavy weapon "
I /3 Non-psyker with heavy weapon "
J /3 Non-psyker with heavy weapon "

MISSION ONE: BREAK-IN


The Space Marines were taken by surprise, there was only just time for them to put on their
Terminator armour. It wasn't clear to Captain Lazarus if the first wave was a feint attack or
the main thrust of the Genestealer assault. He couldn't chance committing more Space

253
Marines to this area until he knew the full extent of the enemy strength. A single squad cut
off in the living quarters would have to try to close the Genestealer break-in on their own -
trapped and fighting for their lives.

Objectives
The Space Marine player is trying to block the Genestealers' entry into the access corridor.
The Genestealer player is trying to take control of the living quarters section of the
complex.

DOOR
M M
M MARINES DEPLOY

S MARINE SERGEANT
DEPLOY

G GENESTEALER ENTRY
AREA

M S

Forces
Space Marines:

Squar Augustus

1 Sergeant with storm bolter and power glove.

1 Space Marine with assault cannon and power glove.

1 Space Marine with lightning claws.

2 Space Marines with storm bolters and power gloves.

Genestealers:

The Genestealer player beings with 5 Blips and receives 1 Blip per turn as reinforcements.

254
MISSION TWO: THE GENERATOR
The second wave of the Genestealer assault came at the opposite end of the outpost. The
Genestealers were trying to isolate and destroy the base's main generator. This time they not
only entered an access corridor but came through several points on the perimeter. The Space
Marines at this end of the outpost were cut off and surrounded.

But this time, they were better prepared for the Genestealer assault. The vital few minutes
between the two waves had given them time to set up their position and activate some of the
base's own defences - lasers positioned in the corridors that fire a high energy pulse
whenever something crosses beneath them.

If the controls to the main generator were destroyed, the outpost's power would shut down.
Doors would be locked in position, the autofire lasers would stop working and the outpost's
distress beacon would no longer have the power to send a warning signal to the incoming
ship bringing the relief garrison.

Captain Barik didn't know how close the reinforcements were - had they already heard the
distress signal or would they arrive too late? If the main generator fell to the invaders, the
Space Marines' chances looked poor

DOOR

GENESTEALER ENTRY
AREA

G GENESTEALER
PITFALL ENTRY AREA

C CONTROL PANEL

G
C

G
G

255
Objectives
The Space Marine player must stop the Genestealer player from destroying the generator
controls - he must also wipe out the attacking Genestealer force. The Genestealer player
has a limited force to take out the generator controls and if possible kill all the Space
Marines.

Forces
Space Marine: The Space Marine player has 2 Squads and 4 autofire weapons (see special
rules)

Squad 2

One Sergeant with storm bolter and power glove.

One Space Marine with flamer and power glove.

Three Space Marines with storm bolters and power gloves.

Squad 3

One Sergeant with storm bolter and power glove.

One Space Marine with thunder hammer and storm shield.

Three Space Marines with storm bolters and power gloves.

If you use standard components, the Squad 3 consists of

One Sergeant armed with a storm bolter and power sword.

One Marine armed with storm bolter and chain fist.

One Marine armed with storm bolter and chain fist.

One Marine armed with thunder hammer and storm shield.

One Marine armed with lightning claws.

Note rules for using standard components.

Genestealers: The Genestealer starts with 5 Blips and gets 2 Blips reinforcements for the
first 10 turns - after that he gets no more reinforcements. The Genestealer uses the
expanded Blip set.

Deployment
Space Marines: The Space Marine player first places all the rubble and crate counters
anywhere on the board. He then places the four autofire counters (see special rules).

256
The control panel is placed on square C - the large room at the section is the main
generator room.

Finally the Space Marine player places his models anywhere on the board, on any facing
and set on Overwatch if he wants.

Genestealers: The Genestealer player places one starting Blip at each of the five entry
areas. The reinforcements can come on at any entry area. Remember to use the rules for
mandatory lurking if a Space Marine is placed near an entry area.

The Genestealers move first.

Special Rules
Autofire weapons: The four autofire weapons are laser guns which can be attached to the
ceiling and will fire automatically on any lifeform passing directly beneath them.

The Space Marine player can place the four counters on the board in any corridor sections
(not rooms, junctions or turns).

Any model passing over the counter is fired on by the laser. Roll a single dice. A
genestealer or a Space Marine is killed on a roll of 6 - a Genestealer Hybrid is killed on a
roll of 4.

If the control panel is destroyed, all the lasers stop firing and the counters are removed.

An unconverted Blip cannod be moved over an autofire counter - it must stop its move or
convert before moving. A Blip cannot be converted so that a model is placed on the
counter.

Self-Destruct: Neither the thunder hammer nor the flamer can self-destruct in the main
generator room or at the control panel. The flamer cannot be fired into or out of these
sections.

Control panel: The control panel is destroyed by a Genestealer who is spending 1 AP to


attack it. A roll of 5 or better on any of the Genestealers three attack dice wrecks the
control panel.

At this point, all the doors will be locked onto their current position for the rest of the
campaign - if they're closed they must be attacked to get past. Be sure to make a note of
this for mission four. (Mission three takes place at tee same time as this mission and the
doors open and close as normal).

Victory
The Space Marine player wins by killing all the Genestealers without the control panel
being destroyed. The Genestealer player wins if the control panel is destroyed and all the
Space Marines are killed - he may claim partial victory if the control panel is destroyed even
though some Space Marines survive.

257
Campaign Rules
The Space Marine player should record which models, if any, survive the mission.

The Genestealer player should record whether the control panel was destroyed and
whether all the Space Marines were killed.

MISSION THREE: THE CHAPEL


While the main generator was under attack, the chapel was also stormed. Genestealers broke
in at four points on the perimeter accessed by tunnels from the surface. Captain Barik had
pulled his Space Marines out of this area when the generator was assaulted, but realised he
would have to hold this flank if they were to stand any chance.

He ordered two squads to return to the chapel and purge it of the alien defilement. This was
not only a tactical decision, although holding this flank was vital. It would be a shameful
dishonour to allow the Genestealers to destroy the precious Chapter relics that were stored in
the chapel. Here were held memento mori of some of the Chapter's heroes and of the great
victories fought by garrisons from this outpost.

If the Space Marines were to survive, then the Chapter relics would survive with them and
their honour would be upheld. Their prayers were to the Emperor and their thoughts were of
the Chapter's heroes as they advanced to retake the flank.

Objectives
The Space Marine player is attempting to purge the chapel and secure all the Genestealer
entry areas. The Genestealer player must stop this from happening.

DOOR

MARINES DEPLOY

GENESTEALER ENTRY

C CHAPEL

258
Forces
Space Marines: The Space Marine player receives two Squads as detailed below plus any
survivors of Squad 1 from the first mission.

Squad 4

One Sergeant with storm bolter and power sword.

One Space Marine with flamer and power glove.

One Space Marine with storm bolter and chain fist.

Two Space Marines with storm bolters and power gloves.

Squad 5

One sergeant with storm bolter and power glove.

One Space Marine with assault cannon (one reload) and power glove.

One Space Marine with lighting claws.

Two Space Marines with storm bolters and power gloves.

If you use standard components, you can convert the force points for the survivors of
Squad 1. New forces may enter play any time, when models are available.

Note rules for using standard components.

Genestealers: The Genestealer player starts the game with 4 Blips and receives 2 Blips per
turn as reinforcements. The Genestealer uses the expanded Blip set.

The Genestealer player may choose to use ambush counters.

Deployment
Space Marines: The Space Marine player deploys all his models in the marked area.

Genestealers: The Genestealer player places one starting Blip at each of the four entry
areas. The reinforcements can come on at any entry area.

Special Rules
If the Genestealer destroyed the control panel in mission two, all the doors are locked and
must be attacked to pass through.

Space Marine reinforcements: If the Space Marine player had any models left from Squad
1 at the end or the first mission they are called to join the attack. They arrive at Space
Marine deployment area at the beginning of the Space Marine player's third turn.

259
If the Space Marine with the assault cannon survived, he is fully loaded and has a reload.
However as the canon has already fired it counts as being overheated and may explode
from the beginning of this mission.

Securing areas: The Space Marine player is trying to secure the Genestealer entry areas.
Once two areas have been secured, the Genestealer player receives just one reinforcement
per turn.

Victory
The Space Marine player wins by securing all entry areas and killing all the Genestealers in
ply. He gets a partial victory if the entry areas are secured but all the Space Marines are
killed.

The Genestealer player wins if all the Space Marines are killed and at least one entry area is
still open.

Campaign rules
The Space Marine player should record which models, if any, survive.

The Genestealer player should record whether any entry areas are still open.

MISSION FOUR: THE LAST STAND


The outpost's communications had been cut early in the assault by Genestealers on the
surface. Now they could only transmit within the base. But they were able to receive faint
signals from outside. Although the messages were too distorted by static for decoding, it was
obvious that the relief garrison had arrived and was attempting to communicate with the
outpost.

Had the distress signal been received? Did the reinforcements know that the base was under
attack by Genestealers or were they about to walk into a trap? Captain Barik had to believe
that his brother Marines knew they were in danger. The only hope was to hold out until the
reinforcements arrived. If they ever arrived.

Captain Barik ordered his men to retreat to the outpost's central core. So far this area was
safe. But before the Space Marines could regroup, the Genestealers launched their fimal
assault and broke through into the core. It wouldn't be long before their weight of numbers
told against the few surviving Space Marines.

It was a race against time. Could the Space Marines hold out until the relief garrison arrived
from the surface?

260
Objectives 1 3

The Space Marine player


is attempting to hold
control of as many of the
rooms in the central core
as possible. The
Genestealer player is
attempting to take over
the base before the relief
garrison arrives.

Forces
Space Marines: The
Space Marine player gets
the models listed below
plus any survivors from
the previous missions
(see special rules).

Squad 6

One Captain with storm


bolter, power sword and
power glove with
grenade launcher.

One Sergeant with storm


bolter and power glove.

One Space Marine with


flamer and power glove.

One Space Marine with


thunder hammer and
storm shield. DOOR

MARINES DEPLOY
Two Space Marines with
storm bolters and power
GENESTEALER ENTRY AREA

gloves. POSSIBLE GENESTEALER ENTRY AREAS
2

Genestealers: The
POSSIBLE STEALER OR MARINE ENTRY
AREA
Genestealer player starts
with 10 Blips and gets 2 Blips reinforcements for the first 12 turns - after that he gets no
more reinforcements. The Genestealer uses the expanded Blip set.

261
Deployment
Space Marines: The Space Marine player places one Space Marine anywhere in each of the
marked rooms on any facing and set on Overwatch if he wants.

Genestealers: The Genestealers enter play at either of the two marked areas. They may
also be able to enter from the three lettered access corridors according to the following
conditions:

Entry area 1: Genestealers can enter here if the entry point in mission one: Break-In was
not secured.

Entry area 2: Genestealers can enter here if all the Space Marines in mission two: The
Generator were killed.

Entry area 3: Genestealers can enter here if any of the entry points in mission three: The
Chapel remained open.

The Genestealers move first.

Special Rules
Game turns: Keep track of the game turns. The total game lasts for 15 turns but there are
several important events during the game:

Turn 4 - any surviving Space Marines from the earlier missions arrive at the core (see
reinforcements below)

Turn 13 - the relief garrison arrives and no more Genestealer reinforcements enter the
complex.

Turn 14 - the Genestealer player wins if all the Space Marines in the complex are dead.

Turn 15 - the first reinforcements from the relief garrosion start entering the complex and
the game ends.

Space Marine reinforcements: If the Space Marine player had any survivors at the end of
mission two or three, these troops arrive at the start of Space Marine player's third turn.

Flamers are fully loaded. Assault cannon are fully loaded and have one reload - they are
overheated and may explode from the start of the game.

Survivors from mission two come on at entry area 2, survivors from mission three come on
at entry area 3.

If you use standard components, you can convert the force points of the survivors. New
forces may enter play as detailed above or later, when models are available. Note rules for
using standard components.

Doors: If the control panel was destroyed in mission two, the players may remove some of
the doors from the complex representing that they were locked open.

262
The Genestealer player first removes up to three doors, and then the Space Marine player
removes up to three doors.

All the other doors are locked closed and must be attacked to pass through.

Victory
There are five possible outcomes to the game.

Total Space Marine victory - the Space Marines kill all the Genestealers before turn 15.

Partial Space Marine victory - there are still Genestealers in the complex at the start of turn
15 but there are Space Marines in at least three rooms.

Draw - there are still Space Marines alive at the start of turn 15 but they occupy less than
three rooms.

Partial Genestealer victory - the Genestealer have taken over the whole complex by the start
of turn 14 and there are no surviving Space Marines.

Total Genestealer victory - the Genestealers have totally wiped out the Space Marines by the
start of turn 12.

263
+ + GENESTEALER INVASION
You need two sets of Space Hulk or Enchiridion components to play this missions.

The outline of the huge derelict spaceship loomed through the dense mist. It had crash
landed a few days ago - the automated re-rentry systems saved the ship from destruction, but
it had buried itself deep into the soft earth of Septimus V.

At the air locks, squads of Space Marines waited for the command to enter the ship. Many
were dressed in honour suits of Terminator armour, some with the protective psychic hoods
that marked them as librarians. tha Librarians were concentrating hard, focusing their
thoughts on the psychic emanations form within the ship, trying to locate their source. The
signals were weak, but there was a sense of tension, of power temporarily held in check.

The Space Marine commander was loathe to send his Brother Marines into such an
uncertain situation but the faint markings on the side of the spaceship dated from the Dark
Age of Technology - the chance of recovering the lost knowledge that might have survived the
millenia was worth the risk. With a final weapons check and an invocation to the Emperor,
the air locks were breached and the first squads sent inside.

MISSION ONE: AMBUSH!


The reports from Septimus V had indicated low levels of osvchic acLivitvin rhe hulk. First
contactconfirmed lhe iepors buL.beyond this, there was no sign of life aboardrhe soacehulk.
A handful of squads wele senl inlo the hulk to siour it - rhesesquadsincluded Terminators
and Librarians assignedminvestigatetie deepestandmostdangerouslevels nf tie huU<Lotearch
out the sourceof the psychic activity'

The sauads advanced slowly, checking each area and declarinc it clear - the hulk was
apparently deserred' abandoni long ago o the ravages of deep space At the end oi th"it fi.rt
ti""ip, Squad Matthias approached the-contol centre at the heart of the space hulk. A few
screens flickered dirnly wiLh the dying energiesof the hulk's power Plant but

thecontrolcenuewaso(herwisequlet.

Suddenly the scaflnels went wild There were blips everywhere! Thele was movement on all
sides as the Genestealerspoured in. They were caught in an ambush!

Objectives
The Space Marine player is attempting to get his forces clear of the ambush area. The
Genestealer player is simply trying to kill as many Space Marines as possible.

264
Forces EXIT

Space Marines:

Squad Matthias
*
One Sergeant with storm
bolter and power glove. * *
*
One Codicier (level 2) with
storm bolter and force axe.

One Space Marine with


assault cannon (1 reload)
and power glove.

One Space Marine with


lightning claws. *

One Space Marine with


storm bolter and power
glove.
*

Genestealers: The
Genestealer player begins
with 4 Blips and receives 1
Blip per turn as *
reinforcements. The *

Genestealer player uses the


expanded Blip set and may
also choose to use ambush *
counters. The lettered Blips
represnet the following * * * *

Hybrids:

A Level 1 psyker unarmed


B Level 1 psyker unarmed
C Level 1 psyker unarmed DOOR
D Level 1 psyker unarmed MARINES DEPLOY
E Non-psyker with basic
PRIMARY STEALER ENTRY AREA
weapon
SECONDARY STEALER ENTRY AREA
F Non-psyker with basic
weapon
G Non-psyker with basic weapon If you prepared the sections from the enchiridion
H Non-psyker with heavy weapon components,
I Non-psyker with heavy weapon
J Familiar - remove all sections marked with an asterisk ('*')
and replace the rooms with 3 squares wide
corridors.

265
Deployment
Space Marines: The Space Marine
player places the squad on the two
marked sections, on any facing and on
overwatch if he chooses.

Genestealers: The Genestealer starting


forces enter as 1 Blip at each of the four
primary entry areas. Reinforcements can
come on at any entry area, primary or
secondary.

The Genestealers move first.

Special Rules
Both players use psychic cards.

The Space Marine player can secure


entry areas.

Victory
The Space Marine player wins by getting
at least three Space Marines off the
board at the marked exit point.

The Genestealer player wins by stopping any Space Marines from reaching the exit point.
Anything else is a draw.

MISSION TWO: REGROUP


The Genestealers had hit hard. They'd caught the space Marines in prepared ambushes and
cut them off. The Space Marines had been expecting some psychic activity but hadn't
beenprepared for the high proportion of Hybrids facing them. Many of the squads had been
wiped out - those that survived largely owed their lives to the presence of the Librarians.

The survivors were cut off and scattered around the hulk. They knew that a second assault
would be launched by the main body of Space Marines but it would be some time before they
were relieved. They were ordeled to link up ready to strike in force once the second wave of
Space Marines attacked.

To regroup, the remaining squads had to fight their way through heavily-defended corridors.
But unless they could join together, they faced certain death - the countless genestealers
would overcome them by sheer weight of numbers.

266
Objectives *

The Space Marine OCTAVIUS


* NICODEMUS
player is trying to link * * * *
up Squads Octavius * *
and Nicodemus with
Squad Antonius and * *

move them all out of *

the danger area. The


Genestealer player is
trying to wipe out as
many Space Marines
as possible. ANTONIUS

Forces
Space Marines:

Squad Octavius

One Sergeant with


storm bolter and
power glove. DOOR

One Space Marine MARINES DEPLOY

with thunder STEALER ENTRY AREA


hammer and storm EXIT
shield.

One Space Marine with storm If you prepared the sections from the enchiridion
bolter and power glove. components,

Squad Nicodemus - remove all sections marked with an asterisk ('*')


One Lexicanian (level 1) with and replace the rooms with 3 squares wide
storm bolter and force axe. corridors.

One Space Marine with storm


bolter and power glove.

Squad Antonius

One Epistolary (level 3) with storm


bolter and force axe.

One Space Marine with heavy


flamer and power glove.

One Space Marine with storm


bolter and power glove.

267
Genestealers: The Genestealer player gets no starting forces but receives 2 Blips per turn.
These are taken from the expanded Blip set, not including ambush counters. The lettered
Blips represent following Hybrids:

A Level 1 psyker unarmed


B Level 1 psyker unarmed
C Level 2 psyker unarmed
D Level 2 psyker unarmed
E Level 1 psyker with basic weapon
F Level 1 psyker with basic weapon
G Non-psyker with basic weapon
H Non-psyker with heavy weapon
I Non-psyker with heavy weapon
J Non-psyker with heavy weapon

Special Rules
Both players use psychic cards.

Crates and Rubble: The players take it in rums (Space Marine player first) to place all the
crates and rubble counters in the 3-wide corridor sections. These cannot be placed where
they would block movement totally - there must always be a clear route through.

Victory
The Space Marine player wins by getting at least one Space Marine from each squad,
including at least one of the Librarians, off the board at the marked exit point.

The Genestealer player wins by killing all the Space Marines.

Anything else is a draw.

MISSION THREE: HAMMER AND ANVIL


Finally the order to launch the second wave was given. From the outer areas of the hulk,
squads would punch their way through, destroying the Genestealers and smashing their
defensive cordon to reach the Space Marines remaining inside.

At the same time, the surviving Space Marines in the ship would launch a counterattack to
break out - the Genestealets would be caught from both sides and their resistance crushed.

But precious time had been lost in the initial scouring and regrouping manoeuvres - the
Genestealers were getting stronger by the minute as more of them came out of hibernation
from their long travel through space. And many of the newly-awakened Stealers were
powerful Hybrid psykers. To stand a chance against the Stealers, the Space Marines had to
commit their own strong psykers to the battle.

268
Objectives
The Space Marine player is attempting to get Squad Gideon (the reinforcements) through to
Squad Lucius' deployment area (B) by moving the survivors of Squad Lucius back to help.
The Genestealer player is particularly trying to kill the Captain and the two Librarians.

Forces
Space Marines:

Squad Gideon

One Captain with storm


bolter, power sword and
power glove with
grenade launcher.
*
One Chief Librarian (level
4) with storm bolter and
*
*
force ace. * * * * * * *

One Space Marine with


assault cannon (1 reload) *
and power glove.

One Space Marine with


heavy flamer and power
glove.

One Space Marine with


storm bilter and chain
fist.

Squad Lucius DOOR

MARINES DEPLOY
One Sergeant with storm
bolter and power glove. GENESTEALER ENTRY AREA AND
PITFALL ENTRY AREA
One Codicier (level 2)
with storm bolter and If you prepared the sections from the enchiridion
power glove. components,
One Space Marine with storm - remove all sections marked with an asterisk ('*')
bolter and power glove. and replace the rooms with 3 squares wide
Campaign Forces: If the Space corridors.
Mariens lost the last game, Squad
Lucius doesn't have the Space
Marine with storm bolter and
power glove.

269
Genestealers: The Genestealer player starts with 2 Blips and receives another 2 Blips per
turn as reinfocements (see Special Rules). These can be taken from the expanded Blip set,
with ambush counters if desired. The lettered Blips represent the following Hybrids:

A Level 2 psyker unarmed


B Level 2 psyker unarmed
C Level 2 psyker with basic weapon
D Level 2 psyker with power sword
E Level 3 psyker with basic weapon
F Level 3 psyker with basic weapon
G Non-psyker with heavy weapon
H Non-psyker with heavy weapon
I Non-psyker with heavy weapon
J Non-psyker with heavy weapon

The Genestealers move first.

Special Rules
Both players use psychic cards.

Securing Entry Areas: The Space Marine player may secure entry areas. If all the entry
areas on one side of the board are secured, the Genestealer player goes to 1 reinforcement
Blip per turn.

Ambush Counters: If the Genestealerplayer uses an ambush counter and it is revealed as a


Genestealer, the Genestealer is not a Purestrain as normal but an unarmed level 3 Hybrid
psyker which has teleported into the area. Obviously, the Genestealer player has to choose
whether to draw ambush counters in an attempt to get a psyker or keep drawing normal
Blips.

Victory
The game ends when all the Space Marines are either dead or in Squad Lucius' deployment
area.

The Space Marine player wins by getting the Captain, the Chief Librarian and at least two
others to Squad Lucius' deployment area. The Genestealer player wins by killing thc
Captainand and both Librarians. Anything else is a draw.

MISSION FOUR: SEARCH AND DESTROY


This map can be recreated with one set of Space Hulk 3rd or 4th edition.

During the fierce fighting of the break-out action, some squads found cryogenic tanks
showing signs of recent use. It became clear to the Space Maine corrnander that there were

270
many Genestealers, probably including Hybrid psykers, still in hibernation. If the Space
Marines could locate ard destroy these Hybrids before they awoke, their task in clearing the
hulk would become much easier.

Squads were ordered to search for cryogenic tanks as they moved through the hulk. To give
their commander a better idea of the enemy they were facing, the Space Marines were
ordered to report on the contents of any cryogenic tanks they found. Once a tank's contents
had been investigated it was to be destroyed. Squad Gabriel, still at full strength and in a
relatively clear area of the hulk, was one of those ordered to concentrate on searching for
and destroying a cryogenic tank.

Objectives
The Space Marine player is trying to locate an occupied cryogenic tank in one of the four
rooms, The Genestealer player is trying to stop rhe Space Marines from finding and
desroying thetank.

Forces DOOR

MARINES DEPLOY
Space Marines:
GENESTEALER ENTRY
Squad Gabriel
POSSIBLE CRYO AREA

One Sergeant with storm bolter and


power sword.

One Chief Librarian (level 4) with


storm bolter and force axe.

One Space Marine with assault cannon


(1 reload) and power glove - see
Special Rules.

One Space Marine with lightning claws.

One Space Marine widr storm bolter


and power glove.

Campaign Forces: If the Space Marines


lost the last game, they don't have the
Space Marine with storm bolter and
power glove.

Genestealers: The Genestealer player


starts with 2 Blips and gets 1 Blip per
turn as reinforcements. These are taken
from the expanded Blip set but ambush
counters cannot be used. The Blips

271
represent the following Hybrids:

A Level 2 psyker with basic weapon


B Level 2 psyker with close combat weapon
C Level 2 psyker with basic weapon
D Level 3 psyker with basic weapon
E Level 3 psyker with heavy weapon
F Level 3 psyker with heavy weapon
G Non-psyker with heavy weapon
H Non-psyker with heavy weapon
I Non-psyker with heavy weapon
J Non-psyker with heavy weapon

Special Rules
Both players use psychic cards.

Securing Entry Areas: The Space Marine player may secure entry areas.

Finding the Cryogenic Tank: Then first time a Space Marine gets direct LOS into a room
that might contain the tank (as shown on the map), the Space Marine player rolls a dice. If
the number rolled is a 6, that room contains the cryogenic tank. If not, then that room is
empty. If three of the four rooms have turned up empty, the fourth room automatically has
the tank in it. Once the tank has been located, the Genestealer player places the cryogenic
tank counter in the room in any position.

Completing the Mission: Once the tank has been found, the Space Marine player must
check it out and destoy it. First a Space Marine must enter a square directly touching the
tank and then spend a 2 further APs or CPs to report to the commander on the contents of
the tank. Then the tank must be destroyed. Once the report has been made, any Space
Marine may destroy the tank. For ranged weapons and psychic attacks, count the tank as as
tough as a Purestrain Genestealer. For close assaults, the attacking Space Marine must score
a 7 or more to destroy it.

For example: a storm bolter destroys the tank on a roll of 6 on either dice; a Space Marine
with a thunder hammer destroy it on a roll of 5 or 6 (with the +2 bonus giving results of 7
or 8); a Lightning Arc psychic attack would give six chances, each needing a 3 or more to
succeed.

Assault Cannon: The Space Marine with the assault cannon in this mission has already
reladed the weapon previously in the assault on the space hulk so there is a chance of
malfunction right from the start of the game.

The Space Marine still has a reload for this mission.

272
Victory
The Space Marine player wins by making a full report on the cryogenic tank and then
destroying it. The Genestealer player wins if no Space Marines reach the tank. If a Space
Marine reaches the tank but fails to report, or reports but the tank is not destroyed, the
game is a draw.

273
ADDITIONAL COMPONENTS

274
Pitfalls

275
Overlay for 5x5-Room, Duty of Honour Campaign, Veil of
Darkness Mission
Crates, Rubble, Ship's
Log and C.A.T.s
Nerve Gas/Toxin Counter

276
Patriarch Throne
277
Barricades for Wolf Lair Campaign, Mission 3: Barricades
Techmarine Captives from Mission IV: Cleanse & Burn
278 Fired & Recharge Counter
Plasma Weapon
Pitfall & Pitfall-Dummies for Wolf Lair Campaign, Mission 2: To
the Rescue

Deathwing: Cryo-Tank
279
280
Computer Console and Generator for Strike Deep Campaign

281
Functional/Non-Functional Computer Terminals for Strike Deep Campaign

282
Bulkheads & Plasma Grenades with Proximity Fuses for Strike Deep Campaign

283
284
Auto-Fire Counter for Necromunda Campaign
285
Auto-Fire Counter for Necromunda Campaign
286
Blind Grenade Counters
Defilement of Honour Airduct Tiles

287
288
289
Pink - Genestealer Addon Blips (for use
with extended psychic rules)
Red - Deathwing Addon Ambush Blips
Blue - 2nd edition Blips / House-rule
Blips

1st Edition
Including Deathwing and Genestealer
2nd Edition 3rd Edition
# Stealers Blip Qty # Stealers Blip Qty # Stealers Blip Qty
1 8 0 3 1 9
2 4 1 9 2 4
3 9 2 3 3 9
4 2 3 9
5 2 4 1
6 2 5 1
A-J 1 ea 6 1
Ambush 0 4
Ambush 1 2

290
AURA AURA BLAST
EFFECT: SELF EFFECT: SELF EFFECT: FEATURE
TARGETING: LOS
RANGE: UL

Aura prevents death once. This Aura prevents death once. This Move an inanimate feature 6
doesn't nullify a psychic power. doesn't nullify a psychic power. squares away from psyker (not
Blast and lightning arc are halted Blast and lightning arc are halted diagonally) and destroy features
upon playing an Aura. upon playing an Aura. and models in path. A psyker
using Aura halts the effect.

+0 +0 +5

BLAST BLAST JINX


EFFECT: FEATURE EFFECT: FEATURE EFFECT: SECTION
TARGETING: LOS TARGETING: LOS TARGETING: BLIND
RANGE: UL RANGE: UL RANGE: 12

Move an inanimate feature 6 Move an inanimate feature 6 Jinx stops ranged weapons and
squares away from psyker (not squares away from psyker (not doors in the section from working.
diagonally) and destroy features diagonally) and destroy features
and models in path. A psyker and models in path. A psyker
using Aura halts the effect. using Aura halts the effect.

+6 +4 +5

JINX SWITCH SWITCH


EFFECT: SECTION EFFECT: DOOR EFFECT: DOOR
TARGETING: BLIND TARGETING: FREE TARGETING: FREE
RANGE: 12 RANGE: 12 RANGE: 12

Jinx stops ranged weapons and Opens or closes a door (if Opens or closes a door (if
doors in the section from working. possible). Doesn't work in a possible). Doesn't work in a
section affected by the Jinx psychic section affected by the Jinx psychic
power. power.

+2 +4 +3

TELEPORT TELEPORT ASSAIL


EFFECT: SELF EFFECT: SELF EFFECT: MODEL
TARGETING: FREE TARGETING: FREE TARGETING: BLIND
RANGE: 8 RANGE: 8 RANGE: 12
Target square must be empty and Target square must be empty and Move the target up to 3 squares in
must not contain psychic section must not contain psychic section any direction (not around corners)
effects but may contain normal effects but may contain normal and choose its facing or place it
section effects. Damage taken as section effects. Damage taken as prone. Model loses Overwatch. If
usual. May not teleport through a usual. May not teleport through a played in his turn, target loses 3
Miasma. Miasma. APs. He cannot react with CPs.

+1 +6 +4
291
ASSAIL AURA AURA
EFFECT: MODEL EFFECT: SELF EFFECT: SELF
TARGETING: BLIND
RANGE: 12
Move the target up to 3 squares in
any direction (not around corners) Aura prevents death once. This Aura prevents death once. This
and choose its facing or place it doesn't nullify a psychic power. doesn't nullify a psychic power.
prone. Model loses Overwatch. If Blast and lightning arc are halted Blast and lightning arc are halted
played in his turn, target loses 3 upon playing an Aura. upon playing an Aura.
APs. He cannot react with CPs.

+3 +0 +0

HELLFIRE HELLFIRE LIGHTNING ARC


EFFECT: SECTION EFFECT: SECTION EFFECT: MODEL
TARGETING: LOS TARGETING: LOS TARGETING: BLIND*
RANGE: 12 RANGE: 12 RANGE: 12
Attacks six different targets: Stealer
Like flamer hit. Marines die on 3+. Like flamer hit. Marines die on 3+. 3+, Marines & doors 4+. Blips are
Roll again for every model in every Roll again for every model in every automatically converted. It can't
subsequent turn's section effects subsequent turn's section effects target through intervening models,
endphase, not including the turn endphase, not including the turn so a psyker saving himself with an
the hellfire was cast. the hellfire was cast. Aura or force power halts the arc.

+2 +5 +5

LIGHTNING ARC LIGHTNING ARC VORTEX


EFFECT: MODEL EFFECT: MODEL EFFECT: SECTION
TARGETING: BLIND* TARGETING: BLIND* TARGETING: LOS
RANGE: 12 RANGE: 12 RANGE: 8
Attacks six different targets: Stealer Attacks six different targets: Stealer Like flamer hit but destroys
3+, Marines & doors 4+. Blips are 3+, Marines & doors 4+. Blips are everything in its section except a
automatically converted. It can't automatically converted. It can't psyker using an Aura. Check for
target through intervening models, target through intervening models, vortex movement (1-4) at the end
so a psyker saving himself with an so a psyker saving himself with an of each psychic effect endphase.
Aura or force power halts the arc. Aura or force power halts the arc. On a 5-6 it stays put.

+4 +6 +1

VORTEX AURA AURA


EFFECT: SECTION EFFECT: SELF EFFECT: SELF
TARGETING: LOS
RANGE: 8
Like flamer hit but destroys
Aura prevents death once. This Aura prevents death once. This
everything in its section except a
doesn't nullify a psychic power. doesn't nullify a psychic power.
psyker using an Aura. Check for
Blast and lightning arc are halted Blast and lightning arc are halted
vortex movement (1-4) at the end
upon playing an Aura. upon playing an Aura.
of each psychic effect endphase.
On a 5-6 it stays put.

+6 +0 +0
292
CONTROL CONTROL MIASMA
EFFECT: MODEL EFFECT: MODEL EFFECT: SECTION
TARGETING: FREE TARGETING: FREE TARGETING: FREE
RANGE: 12 RANGE: 12 RANGE: 12
If the power isn't dispelled
Psyker controls an enemy model Psyker controls an enemy model initially, it blocks LOS and psychic
to perform one move, turn or to perform one move, turn or powers including Auras but not
operate action for up to 2 APs. The operate action for up to 2 APs. The movement. Blocks targetting of
model can't fire on friendly models model can't fire on friendly models powers through the section. Must
or do something suicidal. or do something suicidal. be dispersed from other section.

+5 +2 +6

MIASMA SCAN SCAN


EFFECT: SECTION EFFECT: MODEL EFFECT: MODEL
TARGETING: FREE TARGETING: FREE TARGETING: FREE
RANGE: 12 RANGE: 12 RANGE: 12
If the power isn't dispelled
initially, it blocks LOS and psychic Scans a section containing Blips Scans a section containing Blips
powers including Auras but not and converts them. Allows to and converts them. Allows to
movement. Blocks targetting of examine two psychic powers per examine two psychic powers per
powers through the section. Must scanned psyker. scanned psyker.
be dispersed from other section.

+1 +3 +4

SMITE SMITE SMITE


EFFECT: SECTION EFFECT: SECTION EFFECT: SECTION
TARGETING: LOS TARGETING: LOS TARGETING: LOS
RANGE: 12 RANGE: 12 RANGE: 12

Kills enemy models in section, Kills enemy models in section, Kills enemy models in section,
friendly models are unaffected. friendly models are unaffected. friendly models are unaffected.

+6 +4 +5

AURA AURA BURST OF SPEED


EFFECT: SELF EFFECT: SELF EFFECT: SELF

Aura prevents death once. This Aura prevents death once. This Ends psyker's move and allows
doesn't nullify a psychic power. doesn't nullify a psychic power. him to spend his normal APs all
Blast and lightning arc are halted Blast and lightning arc are halted over again.
upon playing an Aura. upon playing an Aura.

+0 +0 +4
293
BURST OF SPEED BURST OF SPEED PRESCIENCE
EFFECT: SELF EFFECT: SELF EFFECT: SELF

Ends psyker's move and allows Ends psyker's move and allows Psyker gets +1 bonus to close
him to spend his normal APs all him to spend his normal APs all combat, ranged and psychic
over again. over again. attacks until the end of the next
enemy turn.

+5 +6 +3

PRESCIENCE STASIS STASIS


EFFECT: SELF EFFECT: SECTION EFFECT: SECTION
TARGETING: LOS TARGETING: LOS
RANGE: 6 RANGE: 6

Psyker gets +1 bonus to close Freezes section and takes it out of Freezes section and takes it out of
combat, ranged and psychic game. Models can't perform any game. Models can't perform any
attacks until the end of the next actions and are immune to a any actions and are immune to a any
enemy turn. effects. Blocks LOS and movement. effects. Blocks LOS and movement.

+4 +1 +6

WARP TIME
EFFECT: SECTION
TARGETING: LOS
RANGE: 12

The point costs for any actions in


the section are doubled even when
moving onto or off the section.
Models can't go into Overwatch.

+5

WARP TIME
EFFECT: SECTION
TARGETING: LOS
RANGE: 12

The point costs for any actions in


the section are doubled even when
moving onto or off the section.
Models can't go into Overwatch.

+2
294
Warp Time
Vortex Hellfire

Miasma
It is best recommended to print
out the components on "full
sheet" label paper at high quality.
Cut out front and a black paper
or cardboard back side together
(if there is no predefined back
side). To do this, cut out each
Stasis

component with a wide margin


around it, tape this on top of the
paper for the back side, putting
tape only on said wide margin
and laminate the sheet with "full
page" adhesive cold lamination
sheets. Use a rotary cutter and a
metal ruler to cut out the
components, use a knife for the
corners and connectors. You now
Jinx

have the top and bottom of the


tile, laminated on the outer side
only. Cut greyboard or white
comic book backer boards to fit
the section you have made, attach
the top and bottom with
spray-mount. If this will be too
thin, add a few layers of white
card under the top/art layer. 295
0 1 2 3 4 5 6 7 8

0 1 2 3 4 5 6 7 8 9 10

0 1 2 3 4 5 6 7 8 9 10

0 1 2 3 4 5 6 7 8 9 10

0 1 2 3 4 5 6

0 1 2 3 4 5 6

1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

21 22 23 24 25 26 27 28 29 30

296
297
+

298
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