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fa the aftermath ofthe Great Ork War, the world of ‘Srmagedon irl. Hs ndustres have been smase, ie Cis have ben reduced to rubble. Is armies, Srhough vitorious, have taken many caualles. The three Marine Chapters assigned to the Armageddon ‘Sopa have begun withdrawal; thee bale sil re Seuired elewhere nthe Imperiam 1 [Construction begin immediately o the p Silver Unless this great work begins_ 00m thls ‘Fil ita world wil cease tobe viable ‘One ofthe few Hie-sters to survive the war Intact was fhe ity of Tnfernus. Its Governor surrendered ‘Sracaley rather than face the Ork seourge AU Mrs ‘ceed that this treachery might prove to Bea les in ‘Seuheran intact Hive could feed and house many ‘tages Now evens have taken a darker Responding toa strange conjunction of cards during his ing of the Imperial Tart, Brother Ihiael ofthe align dsappeared ta the Yower levels of Infernus vag. with bie six bodyguards. Assuming Hive Gangs STRIKE DEEP By Dean H Bass Insane, raving be tmegicatly shot by members ofthe Arbies a he ran tld thro the wards with a chalnsword Colne! Makarl notified Supreme Commander Dante's Fiewduarters: The Blood Ange Commander ordered the [Mama evacuation ofthe lower levels of Tnferns, lL fatary force In the relon have Been placed ona war Teoting The lower levels have been quarantined. Nothing {2 alowed i rout unl the Marines arrive Blood) Skirmisher have been fought along the perimeters ofthe ‘Sidon between men and four armed, superhumanly ‘Strong monsters. There cam n 1 by ‘Gonesealers are present in nfermus. sin loco’ mater, They mist be sopped. ‘Ten squads of Ultramarines under the commai Prothr-Captan Antonina have ben rushed to Tnfermis Hive. More may follow as the situat [Antonina has decid that e ean wal ‘Monee, launching 2 surgieal strike deep into the Anerievels The only hope of preserving the ety and Ks ‘ata restsonnerve-gaing the Geesealers 0%, CAMPAIGN RULES ‘Te following missions char the progress of Captain SSioninuy and his men, The task fore consists of 10 SeaeTsk with Librarians (of varying loves) and four wie Librarians The Space Marine payer Kes a 079 Te roster shoot io mark of casas Missions 1 to 4 the Space Marne player must choose S22 Squads fom thers ke art. For each mission a ‘Toone Litaran mist be used. the end of each mission i wil be noted whether the woe was a sucess fare or whee exra cassis Titbc incurred: Inthe case of there being extra casuals, Te Space Marines mast be removed from the remains sere these can bth be fom one Squid or one each rm ‘SSAterene Squads, They may be taken from Squads TEN hve ea beenengngd in combs, or fro et Shikis In Missions 3 andthe Space Marine player may SSoosc to use a Sd which has either been sed i # Sevious mision has ake incurred suas. A major Err of tis campaign i trying to decide which Squads Ehteld be used foreach mission and whether «fll 10 Space Marines are needed ori you could getaway with For Missions 5 and 6 you neo to decide which remaining eons pou sll use foreach mission. By Mission 6 ou may only have aout 14 Space Marines et If you fu the earpaig at any pointy playing it hough gin aking diferent acca Geisons. [Note ht flamer and assault cannon ammunition wil be fully replenished between missions, but that asault ‘mons wan't have had time fo ool down. Once at Siemon has been londed, note his dwn for fuare ‘ssonsIaay well explode! [NEW BOARD SECTIONS AND COUNTERS Thr campign comes with some new board sections and ‘Thtcn which wil ed gluing onto card. To play this ‘Spain you wll ln need te board pices from Wolf {aie campaign in White Dart 147. OPTIONS ‘Tae missions inthis campsig could be played on thei (wn, or you could decide to play without the pryeie rales. Bodh ose options ae covered fer the missions SPACE HULK CAMPAIGN STRIKE DEEP Sccefl completion ofthe ask depended pon geting the more gato the ght place an Test “Two Squads were detiled oleate and secur it so that Thegore pes canisters could be exsily shied tothe lower eve of ie warren. “This pat of he tase was vil. The two Squads would be ‘Ronee in lor ut only i they scons! “The Space Marine payer ix attempting to gain a safe ‘eves! to the it by securing both enty points. The ‘Genoueatr player trying t Keep the Space Marines Seay om te ‘SPACE MARINES ‘The Space Marine layer takes wo Squads rom he ester GENESTEALERS ‘The Genetalr player starts with 3 Blips ad ecives 2 ‘Blips az reinforcements pe tur (unl eny points ae loved). These are taken from the expanded Bh st Soe Snbuah counters. The lestered Blips represent the Tellowing Hybrids ‘Unarmed Ah eve pyr “th evel peer wth bol pistol evel pyr wit spun Now payer wth nist and chainword [Non-pgker wit boler [Non payer with plasma gun [Nom-pgker wit heavy bole: ‘Non poyker with conversion Beamer [Non psyker with mise auneher ‘Non payker with utocamon eo zaumcoe> DEPLOYMENT SPACE MARINES “The Space Marines tart as one Squad per entry ae GENFSTEALERS ‘Tae starting force x pliced a 1 Blip per marked room. The ‘anforcements eter ae 1 Blip per erry poi (wile both Cy pointe open “Tae Space Marines move fist ‘SPECIAL RULES Bosh players use psychic cards Securing Entry Areas ‘The Space Marine payer must secure both etry"aess ‘Whore entry poin scored the Geestaler players ‘dazed fo Bip pr tum. When both ent points a= ‘eure the Gest enfrcements 0p. ‘The Lint ‘Neither side wil enr or ack he it ENDING THE MISSION “The missin ens when cher the Genetalers rl be ‘Space Maries ae dead [WattheSpace Mains ae klled before citer ofthe xy pos are sscured the eampsign is Tos! all the Space Marines ae killed but one enry Point ecure then ober Sunde wil rsh te task Bu wil ke ‘SSNs Remove two Space Maries from the remains ‘Sater ether bun from one Squad or one each fom > ‘Seer Saud Ine Space Maries win carry onthe campaign wit m= pen “The lift was now secure but there was no power and a Ashiya this early tage could be ual! “Two Squads were detailed to strikeout forthe nearest power subwation and reroute power tothe it. 1: woud be x desperate fight to hold the Genestealers off ove the transfer tried, bt he mission hd to suceee. Failure now would mean the Genestalers would be ‘rare for them once they reachal the lower evel OBJECTIVES “Te Space Marine player mast rennet the power supply {Othe lft, This i done at the new contol pane placed “Seuins the far wall of toom (Is oor was pied in ‘White Dwarf 147). The Genesteler payer i trying 10 prevent the Space Marine player from fe-routing the Es SPACE MARINES “The Space Marne player uses any two fesh Squads from ‘berowter (GENESTEALERS “Tae Genestalr player stars with 2 Blips and receives 2 Bigs a einforotments pert, ncreasing to fur Itt. ‘nee are taken from the expanded Blip set or ambush Counters The lettered Blipe represent te Following Hytede ‘Unarmed th level payer 4h evel pyker with spin DEPLOYMENT SPACE MARINES “Te Space Marines enter through the marked pitfall DEPLOYMENT SPACE MARINES Fhe Space Marines enter py from the if as details in ihe special res below. GENESTEALERS ‘Fae varing force i placed as ne Blip per marked room ‘While the Gevestenler get two reinforcement Blip ey Taye any ent pots tha remain open, but mus se ‘Spat eny ois. “The Space Marines move fs. SPECIAL RULES Both players use pychi ad Deployment From the Lift ‘The Space Marines depoy from the lit oer the fis Sve ‘hmm a led below “Tum 1 Place 4 Space Marines on the it ection. They nay ex the itimmeditly. ‘Turn 2 Place a further 4 Space Marines onthe section, bt they may nt ex ‘Tum’3~These Space Marines may now exit ei. ‘Tum Place any remaining Space Marines on he eto, but they may not ext ‘Tum $~The last Space Marines may eitthe it ENDING THE MISSION ‘The mission ends with ether the securing ofthe fous ‘Glaeutelerenry pont or the death of the Tet Space ‘Marine fal the Space Marines died before the second ey oe tras ened the campaiga as fle —— SPACE HULK CAMPAIGN - STRIKE DEEP ‘sa resind ofthe force was no gathered inthe lower “Dre The seaming pipes and rating pamps did't gee Soerihe rc a the foe scouted rund the SSS edges of the Space Marne cordon. ‘Now the Space Marines would need to locate the main Ny of Gemesteaiers. Captain Antonin ha leeroed that i've ofthe warrens had mamerous computers tapped ‘So the ite suport syems Iterogation of ne ofthese ‘Sputers would pinpoint th main Body ofthe bord ‘Te Squads wer spit While two Squads stayed 1 defend Thom and ets puted forwards scout acess W598 ‘vo Squad went in search of compster. OBJECTIVES “Tae Space Marine player mit find the computes terminal {nd gut the needed information. The Genesee player ‘Sst sop this om happening. FORCES ‘SPACE MARINES ‘The Space Marine player uses any two Squads fom he remaining rose. (GENESTEALERS ‘Tae Genestaler player arts with 2 Blips and receives 2 Bl a reinforcements per tr, These ae taken fom he xpunded Blip st, but not ambush counters. The letred ‘pe represent th flowing bri: ‘Una th evel payer 4h evel pyr with as 4h evel payer with bolt pistol evel per wit plasma gun hovel peer wth asannon [Non payer wth laspistol a power sword [Now payer wit plasma pistol [Now payer with mise aunher [Non-pyker with conversion beamer [Now per with heavy blr sen ommooe DEPLOYMENT ‘SPACE MARINES ‘One Squad stars on ech marke ery are GENESTEALERS (One Bip starts in etch of the marked rooms. The ‘einforcement Bip ayes at er of the ares nity eins “The Space Marines move fs. SPECIAL RULES ‘Bosh players use pyehic ers. “Tne Space Marine player may secure entry poins, When Th punts are secure the Genta reinforamens sp. Finding Computer ‘Before te game starts, the Genesteaer payer paces the ‘Somputee counters (applied later inthis eampan) face ‘oub in the computer Tooms. These rlooms are marked ‘han Xm the map. Only one of the tre computer ‘hums an ative computer the ter two ae damaged SEU topond repale, As soon ax « Marie stands in aay ‘hare adjacent to the counter, he may tum it over and ‘Sesmine whether its operative or not. The Maine player ‘Soom hee to spend my AP's wot te coun ovr ‘Space Marines andthe Computer ‘The Space Marines ae trying to ge information frm he tr. To do this # Space Marine mest spend an 1 APs at the contol panel (any se of the Computer counter. CPs may not be wsed. The Space Sarge mst not be tacked and must not use any APS or (Confort oe acon ore wil have to stat Over agin. Genestealers and the Computer When a Space Marine finds the computer and stats 19 Abs on infomation paheing the Genesis wll ‘etened and will devote every effort in an attempt 0 (Saroy The ol to deroy the computer ithe sme that to deseoy door ENDING THE MISSION ‘The mission ends when either the computer has been destroyed, or the Space Marines get the information ead 1 the Space Marines fi to spend even 6 APs on geting the information the campaign fle, ue Space Marne fil to gst complete infomation bu 6 (emore APs have boen spent in searching, utber Squads aa finsh the job ut wil take casualies. Two Space ‘Marines mast be removed from the emining roster, {hn fro one Saad or one each from wo Saad. ie information found the mission is access Information had been found which lead te Space Maries {obelcve that newly opened workings on te lowest level tld the coe af the Genesee. “Te Space Marines would ot be ble opus down ures (Guikly enough to-entch them. The core was already Setting up duc to the treat of the approsching Space Marines “The Space Masines needed o let them guther agin forthe “nerve ga tobe effective, but how cou this be achieved? aye the fc could be fone it thinking they ha won! Immediately the command went out 1 the outlying Squads. “PULL BACK!” Immediately they started o reeat, but the Genestealers tee very cows 1 the eeating Space Marines Wee rofl tees! woud become aut, OBJECTIVES “The Space Marine player ‘Space Marines a possible ‘The Genestaler payer isryng til the Space Marines FORCES ‘SPACE MARINES. “The Space Marine player has up 1o tree Square the remaining roster upto ol of 12 Space Marines Squats ‘Shore spl, For example the Space Marine player ‘Sul ues fl fresh Squad pla Squad of anda Squad Sta Two ofthese Space Marines are carrying plasma (renades with proximity fases (ee Special Rls) GENESTEALERS ‘Tae Gonestalerplyer starts with S Blips and receives 3 ‘Blip as reinforcement pe turn. These are aken fom the “Bip seu tut no ambush counters. The fetered [lips represen he flowing ytd: ‘armed i ve pyr DEPLOYMENT ‘SPACE MARINES Ifthe Squads ae boing used simply place one Sound = ‘ach ofthe marked rooms, lberwie split the Hoops eguied a Tonga eres more than one Space Mane ‘Guinoom. The Space Marines can be placed on ay facing (GENESTEALERS ‘The Geneseales sat a 1 Blip pot marked room sn enforcement ene | Blip et ey point, “The Space Marines move fit, ‘SPECIAL RULES Bosh players use pyehic cards place a plasma grenade, and iti armed as soon a ‘ecting {ena Roll fr each model or bli ‘orm plasma grenade. Te detonation is over = fovplasma grenades do not block line of sighs ‘movement ‘Unuly plasma grenades come in «unlimited sup. {nthe cue of grenades wit proximity ses, bo fave only 5 each, Note which two Marines have (pales and give tem 5 courer each. When & rGopped, plies courier inthe Square. ‘When it explodes the counter is discarded, 2 tally of the ammunition. IE you wish to ue these planoa grenades in ther games, iteos 1 AP's Marie with then. Note that plasma grenades rin ane cannot be town. ENDING THE MISSION “The mission ends when the Space Marines are allo ‘ow ele dead or evened ‘Tae numberof Space Marines that escape will Inve a dieet bearing onthe number of Space tvailable for Mission 6, s0 no other penalties nroduced for heavy losses However, he Space lye should no be bappy wih es thn four aide ‘The ruse suceeded. The bulk of the Geneseaer howe, believing themselves sue, ad eumed tthe cavers. ‘With a few Space Marines sl paling th ae «fa _roup war chosen to desiroy the ene. the planeary woops tun! down and desty the seated However, if Space Marines failed there wouldn't be ough of thm eft to make «second attempt was nO OBJECTIVES ‘Te Space Marine player is attempting to inject two anistrs of nerve ga into the air generator (new coat) ‘nthe mide of the new’ oom section. The Genestsler ayer must top dss rom happening. FORCES SPACE MARINES “The Space Marin player has up o 14 Space Marines rom the remaining roster Tw of these will start withthe cniner GENESTEALERS ‘The Genestalr player stars with 4 Blips and recives 2 lps a reinforcements pr tum while two or more entry pois ee open. These ar taken frm the expanded fst bat are not ambush counters, The lstered Blips ‘present the oloring Hy Unarmed th lev payer 4h evel pepe with bot pistol 4 evel payer with asgan ‘4h level payer wth autocannon 4 evel payer with nse launcher Non pyker with conversion beamer Non pyker with autocannon [Non pyker with missile launcher "Nonpayer with conversion teamer [Nompyker wth heavy plasma gun A a © D E F o W 1 1 ‘SPACE HULK CAMPAIGN - STRIKE DEEP DEPLOYMENT SPACE MARINES ‘The Space Marines may be spread as required over the dye ey areas, bat the wo canisters must bein diferent (GENESTEALERS ‘The tantng frei placed as 1 Blip pet marked room. The reinforcements ene play atiflerent ety poits while at Teas two eng pints ae open. ‘The Space Marines move fist SPECIAL RULES Both players use psychic ears. Securing Entry Plats ‘The Space Marine player may secure entry points. If three tuo secured the Genestealers re down oT Bip pe tin ‘Therenforcements stop ial four etry pois re secured. ‘The Air Generator “The Generator blocks LOS and movement. Nether side will purposely attack the. generator. Section effect ‘weapons paychie powers which do damage and Jine ‘Cannot be se on the oom oldng the generar Nerve Gas Canisters Use the counts included in his article, othe ones rom Space Hulk Campaigns to mark the postion of the “The canisters of nerve gas are heavy so he caring Space “Marne can only move 4 APs tum. CPs cans be used 0 move ter further A Space Marine carying & canister ane use any weapos, tu the canister canbe put down, for LAP and then weapons may be ued. Picking up the anise con 2 APs —— If Space Marine carying a canister is attacked by a defend himself and is automaticaly lle I's Space ‘Marin carrying canister is Kile, or puts the easter down, another Space Marine can pick sp the canister Picking the canister up cons 2 APs, ad a8 son a it as [SPACE HULK CAMPAIGN ~ STRIKE DEEP Genesteslers and the Canisters ‘A Hybrid Genestealr may pick up and cary a canister ‘king the sme ules as Space Marines. A Hybrid with ine fof ag tos caiser can order a Puresrain Genestaler 10 fury a canister. |A Paresiran can use all 6 APs to move and can fight or ‘Gefen tet. The emis ay not be ake off the Board Using a Cantster (Once « Space Marine carrying one of the canisters has eachother peeruor takes 4 ADs wo aac it he you wish you coup tuctwothings you need: «choice of Space Marines and ome victory contions “There ar thee way to decide which Space Marines 4) For Missions 1-4 simply pick two random Squads ‘om the otr, one with Librarian and one witht. 1) For missions 1-4 roll on the Squad Sep Table on page 31 of Space Hulk Campaigns for wo Sauads Roll ‘on the Setup Table 12 or 14 Space Marines forthe ‘ther wo misons ‘91 Use the bidding system from Deathwing for all stone, ‘The victor coniions fr he sx missions ar: MISSION 1 “Tae Space Marines win if both ene pois are secured “The Genetesiers win if neler entry pois seared. “Themissonisdrawnif only oe entry pont is secured. MISSION 2 ‘The Space Marines win the powers switched on and {he contol pane defended fo our tus. ‘The Genestzalers win if th power isnot even tumed “The mission ie drawn ifthe power i swtced on bat ot defended forfour tums. MISSION ‘The Space Marines win if all four entry points are secure, “The Genesclers win if es than ro entry points ae recur. “The mission is drawn if two or three entry points re entry poi ENDING THE MISSION “The mission ends when either the wo canisters ae onmected up or all the Spice Marines ae Killed. If ‘Space Marines ae iled witout ether caisier being ‘need tothe generator hey have sled and the Chap Srl spend decades trying (o atone for their failure — (Genetealers win IF he Space Marines only manage o connect on cnis= ‘Some Gunestalrs wil survive and the Iipesal Gover Srl Rls report damaging te reptation of th Caper — STAND ALONE MISSIONS MISSIONS ‘The Space Marines win if the information is flly suber “The Geeseales win fhe compte i destroyed ot ll {he Space Marines die before the information is uly heed. ‘The mission is drawn if 6 or more APS are spent {atherng infomation before the computer is estoye2 (rallthe Space Marines di [MISSIONS “The Space Marines win if $ or more Space Marines cape ofthe bod “The Genesteslers win if wo or lst Space Marines cape. “The mission i awn if thee of four Space Marines MISSION 6 | “The Space Marines win if both canisters of nerve gus reach be air generate. “The Gonescalers win if either canister of nerve gas nakes tf the genera. “The mission i drawn i only one canister of nerve ‘makes the ai generator. | —— Psychic Combat 1 you want to play thet mitsons without using the ‘psychic combat rales then simply use the Deane Ines for Librarian and use all the GenestealerHybrss on payers ‘SPACE HULK CAMPAIGN ~ STRIKE DEEP meee ae MISSION 1: ENTRY POINT MISSION 2: A NEED FOR POWER i estoaior Entry Pot P pata Marine Entry © coor TB New Boar ‘Seaton ase rote nw ton tt np mason wa pan We Dt 47. [SPACE HULK CAMPAIGN STRIKE DEE MISSION 3: DOWN DEEP Pata hat wo bu senna meson are pre in WC 17 an MISSION 4: THE SEARCH pas hon tw econ dn mason we in Wa Det 7 [SPACE HULK CAMPAIGN - STRIKE DEEP MISSION 5: PULL BACK Gi Space Marine Ext Point Space Marine Stan Area ‘A. GenesteaierEnty Point — Q- Door © cenesteater Stan Point (New Board Section es sonar edn Wns Dat 17 MISSION 6: AIR GENERATOR NEW BOARD SECTIONS Sea as Career ome Pee Cony ree Ur eS eS Prete nia er rsa e} Poa a Gee uae rae ents) ror Paar meno ees ue ee nea NERVE cas|

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