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SPACEHULII'"

DESPERATEBATTLE
BETWEENiIAN AITOALIEIT!
COITTEITTS
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14

frtAstilcsHooTlt{G.

16

c l o s E A s s A u t T. . . .

22

Illegal Moves (14); Facing(14);lirrning (15).

After Action Report (3); Background(4);


The Rules(4).

H o l t tT o P L A Yr H l s o A l t c . . . . . . . . .

Targeting(16); Line of Sight (16); Fire Arcs


(18); Firing with the Storm Bolter (18);
Overwatch Fire (19);Jams (19);Move and
Fire Bolte$ (20); Firing with Flamers(20).

Th Map (5); The Playing Pieces(5); Tirrns


(6); That's the Gamel (7).

R C A O Yf O R P I A Y . . . . . . . . .
GETTIIIO

Components(8); Counters(8); The Map (8);


The Models (8).

rwho may Engagein Close Assault(22);


How to Conduct Close Assaults(22).

T U R TS C O U C f l G E . , , . .
Marine Player'sTtrrn (9); StealerPlayer's
1|rn (9).

8L|PS.. .
Blip Movement (23); Examining Blips (23);
Blip Conversion(23)i Flamer Hits on Blips
(24);Blip
(24);Runningout of Stealers
Entri Areas(25).

THC TIiICR.
How to Usthe Timer (9): Losiog
Commanders(9); First Time Players(9).

THC ACTIOil PHASC.


Activation (10);Action Points (lO); Action
Points Table(10).

Poltrrs.
r|Antt{ccommAr{o

10 ooons.

26

Door Counters(26); Opening and Closing


Doors (26); Firing at Closed Doors (26);
CloseAssaulton ClosedDoors (26).

11

Gaining Command Points (11); Spending


Command Points (11).

SUiIIIARY Of PLAY.

21

Tbis /atebooh bes been ,tesigned to auou eas! storage i4 d eanes uo/ksbop rinS bin.let Renore tbe
staptesJrcm tbe booh an.l sepaldte the pa8es, tben crt dou, tbe cerfteloLl line oJe4.b sbeet and pun.h

CREOITS
Geme Deslgn: Richard Heuiwell
Mdtttosr M.terl4l & Edtttng, Paul Murpht
Modcls Dcstg!,Jes coodwin & Bob N2ismnir
covcr Art: Geiry Gm.e
wayne Englxnd& David Grll2gher
lustBttotu:
Ir|.ftrr
E( Dav A'drs$.
+ John Blar.h., .tltw.trc Engl2nd,
Dlid
Gallaghe,r,
Jes6oodwin.
A
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3i PeteKnirton. f,i lan Mille..
rnd@ K6in w,lker
@ sroe rrpp'n
So,.. Hult l!r..lo. modcl: lonr Cortrell
adrn' Dea. aas. Glrv
T.s.l.add,^dvtcc: srephf,
Bu.klc', chrnriafl chrpmln, Grrcth cl.r*e. Dlvid
Enin8lon, Ch.isFls(rd. NtlG.ibb.n, Domld }jigetq
Palr lrchnd, Iln JoblinS,Davidjoflrs, M.tIr. K,v.
AndFM.B.th. P.E Mm( Nick
Srul( Rry.KvinSc2rdifi.ld.Srcpbensnnh, Mike
stvefl
. sinon Tzylorscdn v'illcock5.J2so.lroolle

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lFilet1327.90
/File NamerAAR 32.11.098BloodAngolsLA
/FileStatus:S6cr6t
/Date lnputred:2 247 989 M41
/lnputtedby lname):lmperialCommando.Trix
/lnDuttedbv {serialnumber}:431'12.34.601
/BeoinFile:

AFTER ACTION
- Purye of enemy vessel by Blood Angels Chaptet Legiones
Astaftes. Thitd Phase - 2 154 989 M4l, srid coodinates 7a/54/23
thtough 80/55/23 lsee stategic nap; File M55.7ag).
(See also: File 1209.4-1209.47 First Phase - Ship actions against
enemy vessel;File 13O4&l3O5.l Second Phase - Boading enemy
vessel; 1305.22-1305.67 Thid mase - Expanding bndgeheads and
linking assaultcrcft.)

REPORT

rt" op"rationwas s completefailure.while the objective


i Analysis:
was easily fsachd, Marins were un6ble to hold, 6nd were very nearly
annihilatedifl counterattack,lf not forthe promptand courageousactions
olthe woundedMaines andsuppon staff, fie assaultvesselscouldeasily
Combat losses have ben sxtremely heavy.Of one-hundredMarines in
the initial forces, twelve rsmain halthy. Without substantial
reinforcements,fu(her offnsive operations ars impossible- in fact, I
cannot guaranteeto hold the ground we've got now.

ll cunent lossfatio estiriaiss ars corect, a Marinewillkill3.S Genestealers


before dying himself. lt is impossibleto dstelmine whsther this ratio is
,: Operation
E x p a n db r i d s h e a dt o e s r a b l i s h high
Objectives:
enough,as the numbefof fservesandreinforcemsntrateofthe aliens
jumping-off point lor linal assault on command and sngine ssctions of
is unknown. Thus a war of attrition is extremelvuncertainand dscidsdlv
h
a
m
p
e
r
a
l
i
e
r
n
e
i
n
f
o
r
c
e
m
e
n
t
o
f
s h i p ;c o n t r o l c o m m u n i c a t i o n s c o r r i d o r s t o
areas under att6ck.
The Maines have bsn showing thir usual degreof compstnce and
c o ! f a g e i n b a t t l - i f a n y t h i n g ,t h e y a r e a l m o s t a o of a n a t i c a li n t h i r
Bemnantsof LegionAstartes BloodAngels
* Forces Employed:
persecutionol the fighl, liercely unwilling 1o fetfeat even in the face of
T e l m i n a t i o nC o m o a n v o n e - h u n d r e dM a r i n e su n d e rt h e c o m m a n do f
Brorher-CaptainMsntags. (Notethat becauseof proximityto engines,no
overwhelmingodds. Such an attitude is to be commended lndar most
he6w weaoons were iss!ed,)
circumstancs,but with the recent decimation of our forces and the
apparentinexhaustibilityof the enemy's numbers,each Marine'sdeath
t Action:
b.ings us closer to disaster.
1 5 . O 0 . O 5J
A s s a u l tl a u n c h e d .O b i e c t i v e sr e a c h e dw i t h l i t t l e o r n o
o o o o s i t i o nN
. o casualties.
1 5 . 1 0 . 0 0t
P e r i m e t e rs e c u r e d . P u r g e o f a r e a s w i r h i n p e r i m e t e r
commnced, Marines using Flamersto burn out alien concentrations.
15.13.00 J Aliens rsported massing on edge of primtsr. Squads
divened from purgeto reintorcepickets.Purgecontinuedat slowsrpace.
Fsw additionalcasualties.
15.15,OO
A l i e a s l a u n c h c o u n t e r a t t 6 c ka g a i n s tc o r i d o r i u n c t i o n
J
7Al54l23l l1i desTtoyingtwoSquads,breakingthrough perifieter. Enemy
casualtiesunknown, prsumedheavy.
15.'l7.OO)

Marineslaunchpincer attackfrom adjacentsectorstoseal

15.19.35 J
Pincsr attack rspulssd. Alins widn brsach, infiltrating
sectors 78/55/21 and 74154122.Matines in sector 78/55/22 encircld.
15.20.00 J
Marines orderedto tall back and sstablishnew defensive
l i n e a t 7 8 1 5 4 1 2 1 - 7 8 1 5 4 1 2 7H
. eavy casualties repo.ted during
15.2O.43 )
Captain Mentage killsd lsading brsak'out attempt from
sector 78155/22. Fifteen Marines lost during break-out;three suruivors
reach defensiveline at 79155/2!.
Heavypressurealongentarelronl,
15.22.30-t Delensivelineestablished.
Operationalreserv{twenty heavily-wo!ndedMsrines,assortedsupport
staff andnon-essentialship'sDersonnel)orderedto bolsterdefensivelina

15.25.00)

llarins repulseheavy6ssault 6longentire line,Casualties

15.32.45)

Feserveserriveai defensiveline.Defensiveline stabili2ed.

* TaCtiCS: Our tactics, splittins the Marinesinto tactical units of five


men -a Srgsani,a FlamrMarine,andthree stom boltsr-armedMarines
'ssem to be working as well as might be hoped,giventhe overwhelming
numeica I superiorityof the enemy,the impossibilityof employinghe6vy
weaDonsand the extremelv difficult combat terrain.
Stom boltsrs ar reasonablyetfsctive againstthe alins,assumingthat
the Marinecan hit histarget beforeit reacheshim - a dubiousproposition
albest, Marinesfindit uselulto syslematicallydestroyany possiblecover,
particularlvdoors, to incrsasethsir fir'corridor.Overwatch fire tactics
Flafiers have provenquite usefulin the battle againstthe aliens,asthey
can wipe out a largenumberofthe enemybeforehe is within attack range
However,we have only enough flamers to equip each Squad with one,
and the enemy are becoming adept at outflanking the sole llamer and
hitting him trom the rear lf more llamers were available- approximately
twice as many as we have now - I believethat the balancewould swing
Ouitepossibly,the Sensoriumisthe best weaponarthe Marines'disposal,
allowingthem to determinethelocationof the 6nemy bforethsy launch
the inevitableassault.lt must be noted, however,thatthe alinsseemto
be aware of our location at all times,
Hand-to-handb6ttle 6g6instthe monsters is inadvisabl.Ths aliensare
much tasterthan we are,6nd,signilicantlysrronger:more often th6n not,
they ar more than a match vsn for a Marinein full Tsminator almour.
W s a r e l o s i n g .A f t s r t h s i n i t i a l s u c c e s s s so f t h e
* SUmmary:
invasion,w dramaticallyundsrsstimatdthe fighting skill and numbrs
ofthesnmv. Without reinforcemnts.w shouldeitheradmit dsfeat and
withdraw orchoosemuch morelimitedobjectivesandextsndthsproisctsd
timescale for the reduction of the vessel-Even that will not ouarantee

and
* Marine Casualties: Twoofficerskilled,threemissing
of
prsumsd
missingandpresumed The BloodAngelsCompanyhas been decimaled,and is in rcaldanger
dead.EightMarineskilled;twenty-eight
a man, th surviving Marines (myself
killed. being wipsd out in its ntifety. Togive
dsad;fourteensuDDort
st6fl 6ndnon-essential
shiD'sDersonnel
conlirmedkilledjone* Enemy Casualties: seventy-two
hundred-and-f
iftv-threeorcb.bles.

included)are extremely loath to


infinitely preferableto dishonour

up the fight. Death is, of coufse

I havereportedthe situationto High Command,and await lurther orders.

lllay the blessingsof the EternalEmperorfall upon you.

nTto0[cTtot
BACttGROUilO
The Genestealers
are a raceof alienswho seekto conauer
the unive.se.They travel in huge,ancieot. nearly der;lict
vessels,commonly known as spacehulks, until thy find
a suitableplanet to colonize
A victim of the Stealert.uly suffers a fate wolse than death.
Iniected with the Stealer'segg, the victim becomes an
unknowing carrier of the Stealer'sDNA pattein, and his
children are bom asGenesteale$.Thescreatures.in turn.
infect other humans.until the entire planet is takenover
The Empe.orofHuman Spacehasrecentlybecomeaware
of the Stealersactivities and is taking immediatestepsto
isolateand stamp out the attack - but at a terrible price _
rhe Emperor's tnquisitors ruthlessly sterilize raintedplanets.
wiping out their populationstothe last man. womin. and
child.
Though rhus far t00o/oeffective in sroppinqrhe soreadof
rhe Stealersbeyond the infected planiis, t-hissoiution is
not without its dfawbacks.In additionto the obviousloss
of life aod resources,if newsofthe scorchedearth Dolicv
spreads.local governmentsmay naturallybecomereticent
about telling the Imperium that they havebeen infiltrated.
making the job ofcrushing the inwsion all rhat much more
difficult. Therefore,grearefforts arebeing madeto search
out the invading vesselsand attack and desiroy them before
rhey have a chance to infect arry more planets.
Enter the SpaceMarines.
Space Hulk chronicles the assault upon one of the giant
vesselsby a Company of SpaceMarinesfrom the Biood
Angels Chapter of rhe Legiones Astattes. One player takes
the part of the SpaceMarines,the toughestwairiors ofthe
Imperium, and the other plays the Genestealers,terrible
alien in detsfrom another galaxy. The fight is to rhe death.

THE RUTES
The firsr thing )ou havero do r,oplay Space Hult is read
theserules.Thry aren r parricularly long or difficutt, and
we ve included Iots of diagramsand examplesto help
explain rhe more compticatedideas.Don r tryio memorize
rnrsDooXon the lirsrgo: all you reall) needro beginplay
is a grasp of how rhings work - you can look up thi
particulaEas vou needduring the gane
The fi6r secrion of rhe rules. entitled Hou to pl.q Tbis
Gamq ptovides an ol.en'ie* of the entire game. Once
you vf rcad lhar. vou ll havea good undentandingof what
the variousrulesmchanic5
aremeantto accomplishand
how they fit in the overall scheme.

The Missions
Once )'ou have read the rules and assembledthe Dieces.
you are-read]ro begin play.At rhispoinr, you wiil ha\'e
to d,ecidewhich of the Mlssions.appe^ringin the Mlssioo
al|_dBackgrou[d book, you wiJh to play. The Missions
tell how to arEnge the boardsto recreatea section of the
spacehulk, where the men and atiensbegin play, when
and wherereinforcemefts (ifany) affiye, and whit you neeO
to do to win. EachMissionis different from the rest; each
presentsits own unique challenge.
W_
e've included six Missionswith the game,and once you,ve
playedfor a bit and havea feel for w-hatmakesa balanced,
exciting gamof Space Hulk, you can easih.createyour
own.-ln addition. Wbite Dwarf, cames Workshop.s
monrhly gamesmagazine.periodicall\ publishesniw
Space Hulk missions.

t
In space Hulk, one player takesthe role of the spaceMarines,fanaticalwarrio$ dedicatedto the destruction of the
enemies of the Emperor of all Human Space,equipped with awesome weaponry and massiveTeminator armour; and
the other player takesthe roll of the Genestealers,
fast, vicious, and super-humanlysnong alien creatures.The game
takesplace aboard a massivederelict vesselknown as a spacehulk, in which the aliens are invading Human Space.

THC iIAP

Entry Areas
As you'll notice from the diagram above, a number of
corridors lead off the map.In the Missions,certainofthese
corridors are desigoatedStealerEntry A/e6s, which mans
that tlre Genestealerscan usethm to bring reinforcements
into play.

THE PtAYIilO PIECETi


The map of Space Hulk is variable - it may be set up in
different ways to represent different areaswithin the huge
vessel.Eachof the six Missionsprovided in Space Hulk
gives a differcnt map set-up.
Sectlons
The individual piecesthat make up the maps are called
corridor and room sections. T\eft edges are cut so they
iotedock with eachother and won't slip apart in the heat
of the game.The sectionsalso have a game function, in
that they determine the area of effect of Marine flamer
attacks(describedin more detail below).

The Marines
Depending upon the Mission, the Marine player has one
or two squadsofSpaceMarioesunderhis command.Each
Squadcontains five Marines: one Sergeant,one Flamer
Marine.and three Marines.Eachofthe Marinesis dressed
which makes
in lbminator armour, a powerful r<oskeleton
him much stronger than a normal human and able to
withstand the most hostile environment. EachMarine is
also equippd with a mighty power glove.

Madne Sergeaots
These are the commanders of the
Squads.They are particularly powerful
Squares
in hand-to-hand (or hand-to-claw)
Each map sectioo is divided into squars.No more than
Loss of
combat with the Genestealers.
one piece rxry ever occupy a singe square, and a piece
the Sergeantswill effect the amount of
cannot move through an occupied square.This meansthat
time the Marine playei has to complete
they cannot passeach other in the c|amped, one squarehis turn (see below). The Marine
wide corridors of the spacehulk - so if lour Flamer Marine
Sergeants
arearmed with stormbolters.
is at the back of the Squad, and you want him to burn out
the concentration of Genestealerslurking ahead, first Flamer Marhe s
you've got to get everybody out of the way!
These Marines are armed with six-shot
'heavy flamers. Heavy flamers afe
Doofs
powerful weapons which fill entire
The Missionstell 'ou where to placedoor counterson the
corridor or room sectionswith flames,
map. Door counters represnt the airlocks and blast-doors
possibly destroying any or all
dotting the huge vessel.Both sidescan open or closeth
within.
Genestealers
doors, Howe!4 since Genestealerslike to lurk out of sight
behind the doors and pounce upon unwary Madnes, smart
Marines oftenblow the doors right out ofthe walls instead
of using the simple opening mchanism, thus denying their
Madnes
opponents a place to hide.
The SpaceMarinesare armed with storm
Interestinglt the doors no longer serve their original
bolters. Extremely effective against
purpose as airlocks. The ship has been hit by so many
individual Genestealersat long r-f,nge,a
asteroids during its ageslong royage through space,that
Marine is in real trouble if a Stealer gets
all ofthe atmospherewithin hasleakd out. somehow, the
within clawing distance!
Genestealersare able to survive in the hard vacuum. The
SpaceMarines, protected by their Terminator arlnour, ale
similarly unaffected - but drey die horibly iftheir suits ar
Dunctured.

ltot! T0PtAvrHNoAilE
The Genestealers
The cenestealerplayer hasa virtually unlimited number
of Steale$ under his command. Though he usually gets
only a few at thebeginning oftheMission, more and more
reinforcementsarrive as the game progresrs.
Bltps

TURt{S
Space Hulk is played in turns - a Madne player's turn,
followed by a Genestealerplayer's tu!n. The turns are
further divided into a number of smaller parts, called
pbases. Specific things happen irl each phase,and it is
important that yon do them in the proper older, at the
proper time.

rvhen first brought into play, the Stealer


player's forces appear asBllp counters. In gameterminology,the ordei ofturns and phaseswithin
Blip counters represent one, two, or a game is called the sequenceof phry. Spaee lJulk'6
three Genestealersmoving about the sequenceof play is as follows:
corridors of the spacehu.lk.The Space
Marine player is not surc how many
alieosh is facing until one of his Madnes
seesa Blip, orthe Stealerplayerchooses
to 'convert' the Blip (usually because
those Stal$ are about to attack).
Genestealers
When the Stealerplayer is ready to
att4ck,orwhen a Marinesesa Blip, the
Blip counteris turned overto show how
many stea.lersart there. At that point, the
counter is removed from the board, and
replaced with Genestealermodels.
Tkenty stealermodels areprovided with
Space Hulk, so that's the maximum
number that the stealer player can have
in play at any one tim. However, the
Stealerplayer can reuse killed Stealer
models - and there will prottably be a lot
of dead Stealersby the end of the game!
Genesteale6haveno long-rangeweaponry - in fact, they
don't useweapons at all. Thsy attack by ruflning up to their
opponent and doing something nasty to him with their bar
claws. This is risky, considering the awesome firepower
of the Marines, bvt if thq can get close, the Stealersare
exlremely lethal in close assaultcombat.

Sequence of Play
Marine Player's Ttrrn
set Tlmer Phase: The Marine playe! is under time
pressure.Becausedre Genestealers
areso much fasterthan
humans,the Marine sergeantsmust think and act fast, or
theirsquad is dead.To simulatthis, theMarine playerhas
only three minutes to move his pieces. To make matters
evenworse, if a Marine Sergeantis everkilled, the Marine
player has even /ess time to make his move!
In the SetTimer Phase,the Stealerplayer announcesthe
beginning of the Marine player'sturn. From then on, he
keps track of the passageof time on a stopwatch or
wristEatch; once three minutes have passed,the Marine
player's turn is over
Commaod Phase: During this phase,the Marine player
ramdorr y d.aws a 6omlru1nd countei 'jJumbrtdfrom one
to six, to find out how m ny Command Por'rdshe has.The
Marine player usesCommand Points (also called CPs)to
have his Marinesperform exceptionalfeats.
The Marine player keepsthe number of command Points
he hassecretftom the Genestealerplayer until the Endphase
at the end of rhe Genesralerplayer's turn.
Action Phase: Thjs is when the Marinesmove,fire, open
and close doors, and perform other actions. A t]utn
represntsa very short period of time - five to ten seconds
- and a Marine can only do so much in that time. Thus,
each action rhe Marine might take is assignedan Action
Point (AP)Cost,and eachMariflehas4 Action Points(APs)
per turn.
For e$ampl4 a Maine must pqt 2 Ah to rnoueorw sqr.are
bacbwar^ and 1 AP tofire a storm boltex Duringa turn,
be could fire his bolter four tirnes or moae backuards 2
squares,or vnue b.7chw.7r^ one squ4re and.fire bis bolter
tulce - be could perforrn .|ny Actions be wisbed. in an!
order, .ts long as be dldn't spmd more tban 4 APs,
In addition, the Marin player can spend some or all of
the Command Pointshe gained during the Corffnand Phase
to have Marines perfom actions toalling more than 4 APs.
Following is a list ofthe actionsthe Marinescan perform:
Move: The Maline movesto an empty adiacentsquare.The
AP cost varies depending upo[ whether he is moving
forward or backwards.
Thr[: The Marine turns while stayingin the samesquare.

ll0l[ T0?tAvTHlsoAllE
Fire Bolterr The Marine fires at a target in front of him.
The Marine can't fire through other models and he can't
fire if the target is to the side or behind him. when a Marine
fires a bolter, the Marine player rolls two dice: ifeither of
the dice turns up 6 or the Marinerolls double6s,the target
is destroyed and removed from the map. If the Marine
repeatedly fires at the same target, he gets a sustained fire
bonus, and his chanceofhitting increases- on the second
shot he needsto roll a 5 or 6 on either dice, and on the
lhird and subsequent
shotsh needs[o roll a 4. 5. ot 6.
Move and Flfe Bolter: The Marine morr'esone squareand
fires a bolter at a taiget. He doesn't get a sustainedfire bo[us
if he is moving and firing.

Set Overwatch: When the Marineplayer ex?ectsa hord


of Genestealersto come nmpaging down a,hallway ^t ^
Marine, he may put the Marine into Ooenaatch ,node. This
is indicatd by placing an overwatch marker by the model.
In overwatch, the Marine fires at anything that moves in
the StealerAction Phase(provided he can seeit). He doesn't
get a sustainedfire bonus for Ovefwatch. Flame(Marines
cannot be put in Overwatch, only Marines with storm
bolters.
Overwatch is usually quit effective, even without the
sustainedfire bonus,but therearerisks.If the Mafineplaye!
rolls doubles,the Marine'sbolterjamsandbecomesunable
to fire, leavingtheMarine quit helplessuntil he can clear
the jam.
ClarJam: A Marine with a jammed boltr can clear the
weapon and make it ready to fire once again.Jamsoccur
only when the Marine player rolls doubles during
ouerwatcb. They never occur during any other kind of
bolter fire.
Flr Flamer: Flamer Marines fire their flameN at entire
board sections,not individual tar8ets.The Marin player
rolls a dice for each piece in the section - Stealersand
Marines. The piece is destroyedon a rcll of 2-6.
In addition, flamer fire blocks passagthrough corridors
and rooms for the next Stealerplayer's 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 arnrnunition; after six flamer


shots they're out of juice for the rest of the game.

Opetr of Close Door: The Marine may open o! close a


door if he is facing towards it.
Close Assault: This is an act of desperationfor a Space
Marine,sinceheis quite likely to come out much the worse
- ie, dead - from the battle. In closeassaultcombat, each
side rolls one or more dice, and the highest individual diceroll wins. A SpaceMarineor FlamrMarine lolls one dice,
a Marine Sergeantrolls one dice and adds one to the roll,
and a cenestealer rclls tbree dice ^nd picks the highest !oll.
The loser is destroyedand removedfrom play; a tie has
no effect.
The Marineplayer'sturn endswhen he hascompletedhis
moveJof time runs out.

Genestealer's Ttrfn
Blessedwith remarkably efficient nervous systems,
think and act much fasterthan Humans do.
Genestealers
Therefore,in Space Hulk, the Genestealerplayer is not
under time pressureto complete his moye. The timer is
not used during the Genestealerplayer's turn.
Stealer Reltrforcement Phas
During this phase,the Genesteale!player takesa number
of Blip coufters, usually one, two, or three per turn, as
determined by the Mission.He looks at them to find out
how many Stealersthey rpresent,and theo placesthem
face-downinStealerentryareas.Stealersin entry arcasdo
not haveto move onto the board immediately aftei entering
play; they may lurk in the entry areasfor as long as the
Stealerplayer wishes. Steale$ in entry areascannot be
harmed in any wry by the space Marines.
Stealer Actlol Phase
and Blips
The Genestealerplayer moveshis Genestealers
in much the sameway asthe Marine player moves Marines.
However, Genestealershave 6 APs, two more than the
Marines.Also,some actionscost different amountsofAPs
for Geoestealersand Blips, and some actions are prohibited
for Blips - most importantly, Blips cannot attack.
Since they have no weapons, Genestealersare quite
l'ulnerable to the Marines' firepcMr'erDuring the gamq thsy
often stayjust out of sight of the Marines, waiting until thsy
haveenough reinforcementsto attack in pave assaults.Even
these tactics are not necessarilygoing to b successful,
especiallyifthe Marineplayer hassavedsomeCommand
Points to useto mov/ down huge oumbefs of the offushing
Stealers.However.ifa Stealersurvivesthe fire and reaches
the Marines,he is quite likely to destrcy one or more of
them in Clos Assault combat.
The Stealerplayer'stun endsonce he hasfinishedmoving
his pieces.
Endphas
The playerscheckto seeif either sidehaswon. If[ot, the
gamecontinues. The Marine plapr shows the Stealerplayer
the CPcounter he drew, to prove that he didn't spend more
cPs than he had available.and Flamer markls aod
overwatch counters are taken off the maD.

THAT'S THE O'IIIEI


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

.GETTII{GRCAOYFOB PLAY
1. First decide who is going to play the Genestealers
and
who isgoiflgtoplay the SpaceMarines,
thenpick aMission
fiom the six provided in the Mlsslon and Background You need a wdstwatch or clockwith asecond handto Dlav
Space Hulkt (See p9 for details.)
book.

NTPORTAITT!

2. Setup the map according to the Mission instructions.


3. Take out one or two Marine Squads (as l)r the Folces
section of th Mission),and stasidesix Flamrcounters
for each Flamer Marine in ptay.
4 . 'Ihke the six Command counters and place them in a cup;
takethe Blipcounters,turnthem face-down,shufflethem,
and place them in the box top. Placethe stealer models
within easyreach of the Stalerplaye!.

THE iIAP
The terms corridor and room ate \sed interchangeably
throuShout these rules; there is no diffefence betweefl
corridors and rooms except that rooms are wider than
corridors.

THC iIODELS

5 . The cenestealerplayer deplo's his starting forces (if any),


then the Marine player placeshis forces,at the locations Space Hulk comeswith two complete Marine Squads,each
allowed accoiding to t}re Deplolmsnt section of th coftaininS a Marine Sergeant,Flamer Marine, and three
SpaceMarines. In addition, twenty Genestealersare
Mission.
piovided.
6. The Stealerplays sarts the tirner; the Marine player pulls
a Cornmand counter; and play begins.
Assembllng
the Models
Before you can begin play, a small amount of assemblyis
required.First,removeall ofthe modelsfrom their sprues,
preferably with a sharp knife. Don't t'im off the tabs on
You can find a complete Iisting of the components of Spac the bottom of the models; theseare glued into the slotta
basesso that the models will stand upright. Attach rhe
Hulk on the back of the box.
Genestealers'
extraarmsto their torsos,usingagood plastic
glue. clue flamer guns over t ro of the Marines' stofm
bolters and right hands. (Don't throw away the extra
flamets;you may want to conveft othef Mafinesto Flamer
Marineslater.)

?t:.,'

comPoilEtrrs

COUITTERS

Slott4 Bass
Thirty-two Slotta basesare provided in Spac Hulk,
twenty-four black, four red and four grey. Glue the
Genestealrsand two of the SpaceMarines to the black
bases,putting the two extra basesto the side. Glue three
SpaceMarinesandone FlamerMarineto thefedbases,and
three SpaceMarines and one Flamer Maline to the grey
bases.

Flamer counter.

Door counter.

When you arefinished,you will havetwenty Genestealers


on black bases,and two complete SpaceMarin Squads.
A complete Squad contains: three SpaceMarines and a
FlamerMarinewith the samecoloured basesion Marine
Sergeanton a black base.

Patnttng the Models

Blip counter.

C.A.T.counter.

Though it is not necessaryto play and enioy Space Eulk,


we recommendthat you paint the models.The sidepanels
ofthebox bottom contain aguide ro painting the models;
GamesWorkshopprovides a wid variety of colours and
paint-brusheswhich are specially designed for cames
'Workshop
and Citadelminiatures.For tips on painting,see
.workshop's
Whtte Duarf, Games
monthly gaming
m sazine.

ffiWffiruffi
overwatch fire/Bolter
Jammedcounter.

Cofiunand Point counter.

Space Hulk is played in tums. Each game begins with a Marine player's turn, which is followed by a Stealer player's
turn. Play altemates between the two for the duration of th game.
Each turn is further divided into phases. Tb make sure that everything is done propedy, follow the ecrct sequence
shown below.

TIARTIIEPLAYER'STURIT

STCATERPLAYCR'STURIT

1. Set Tlmer Phase

1, Stealer Reinforcement

Stealer plzyet announcesthe beginning of the Maiine


Player's tufir and starts the timr (see below).

The stealer player takesany reinforcement Blips he is due


that turn and placesthem in Stealerentry areas(seep25).

^lhe

2. Command Phase

Phas

2. Stealer Actlons Phase

The Ma.ine player takes a Command Point counter at


iandom to find out how many command Points he has(see
p11).

The Stealerplayef activatesany or all of his pieces. He may


move his Blips or conrert them into Stealer models, and
he may move andlor alose assault with any or all of his
Stealers(seeplo). The Marine player may spend Command
Points to move. fire. and/or close assaultwith his Marines
(seep1l).

3. Madn Actions Phase

During this phase, rous record-keeping tasks are taken


care oi The Steele(player rcmoves Flamer and Olzerw?tch
couffers; the Marine player reveals the CorDmand Point
couffer drawn that turn; and the players check to see if
either side haswon. If not, the SEalerplayer startsthe timer
and announcesthe bginning of a nsw Marine player tum.

i. Endphase
The Marine player gets to acti te and movq fire, close
assault and/or put into Overwatch his Marines (see p10).
Once the Marine player has finished (or runs out of time ;
seebelov.), it is the Stealerplayer's turn.

Gnestealersare fast - much faster than humans. A turn of Space Hulk rpresents just a few seconds of real time;
fof the SpaceM2.tines,surviyal depndsupon theif corDmandermaking split-seconddecisions.Therc's no time to cal.efully
weigh all the options. Act fast, or you'r dead. We simulate this in the game by putting the Marine player under time
pressure.
To play Space Hult, you need some kind of timer. A stopwatch is perfect; iust about any watch or clock with a second
hand is flne, as well.

HOTI'TO US THC TIIIER

LOSI|{GCOiTitAtIOEBS

The Marine player has iust three minuteE to complete his


turn. When the Stealr player has finished ,ls turn, he
begi$ timinS the Marine player, Once thrce minutes have
passed, the SpaceMarin player's tum ends immediatety
(except that he may roll for the outcome of on fire or
assault combat he announced bfore time sas up).

When e Squrd's Srgeantis killed, one of the remaining


Marlnes takes over. Th new commander is less
experlnced, and probably won't be as decisive as the
'When
Sergeanthe ls replacing.
this happens in the game,
the Marhe player getse!"enlesstime to complerc his move!

During the Marine Player's turn, the Stealer player


announces the passageof time, calling off each minute as
it passes,and then counting dos'n the last minute in fiifteensecond intervals - for sxamplg "Oha!, begln. You baue
tbree mlnubs,.. tuo minutes.,, orre mlnute.. f.trt!-flue
seconds,.. tHrtJ) semnds . , flfreert s@onds.. . tlme's upl "
cam Note This is a lot of fun, especially whar your
opponnt ls dlthering during a crltical turn!

You lose thirry seconds of time for each of your Sergeants


killed (or not in play to begn with). Therefore, if you've
got ooly one Sergantin play, you haye only two minutes
and thirty seconds to make your move; if both are gone,
you haYeiust two minuteE.

FIRST-TftTPTAYCBS
Novice Marine pla'rs get four minutes per tum instead
of three. (They sdll lose thirty seconds of time for each
commander killed.)

THC ACTIOIUPHASE
During your Action Phase,you move and fight with your pieces.You move and fight with your piecesone at a time,
completing one piece'smove before you sEtrtanother's.When you are moving or fighting with a piece, it is said to
be the actiae piece.
In your Action Phase,yorl may actia.rte some,none, or all of your pieces.You never ,4re to activatea piece: it may
sit there doing nothing for as long asyou want - of as long as your opponent lets it survivel

ACT|UATIOtU
Youmay actiruteyour piecesin any ordr you choos,but
each piece may be activatedonly once per turn, and you
may activate only one piece at a time. Once you have
finished with one pieceand activatedanother,you cannot
activate the previous piece until your next turn.

ACTIO|{SPO||ITS ALtOllrAt{CE
Space Marines
4 APs per Activation Phase

ACTIOil POIIITS (APs)

Genestealers and Bllps


6 APs Der ActiYation Phase

Vtren activated, each piece receives a numljt of Action


Points (APs\,q/hich you spend ao have that piece movq
fight, or perform other actions. The piece can do any
actions it can afford; it may perform all different actions
or the sameaction oyer and over.You don't haveto spend
all ofa piece'savailableAR during a tufn, but any leftover
APsai lost when you activateanothetpiece or your turn
ends.
Spac Madqes recelve 4 Als
Genestealers and Bllps recelve 6 APs
The AP costsof actions rq)resentsthe amount of time it
takesfor apiece to pedormthat action.AP costsarelisted
on th following table.

a.

'Ifthe

Stealer makes two 90 o turns in a row' he's leally


making one l80o turo, and must pay I AP to do so.

It is tbe Marine plaJtef's Action Pbase. He actirates


a Marine, who can nou spend 4 APs. The Marlne
moues loruard
and fires (l AP), misses, moDes
forlllard and fires again (1 AP), misses again, mooes
foruard and. fires a third tirne (1 AP), tbis time
bitting and destroling tbe Stealer (and bauing spent
ct total of 3 APs to do so). Heating a sigb of felief,
the Marine plaler actiuates anotber Space Marine.
Tbefirst Matine can't be actiu.lte.l until tbe Maine
plaler's next tuln; bis leftoaer AP is u.tsted.

Marine Squadssent into the spacehulk art in consant cofirmunication with a command centre back on the assault
vessel.Eachsquad is under the command of a Lieutenant, who monitors lbrminator progiess via small camens mounted
on the Squad'shelmets, integratingtheir movement within that of the entite assaultteam.
TheseLieutenantsare often quite helpful in combat,urging the Marineson to gteatereffofts, pointing out advancing
Stealersthat d:leMarioes might not have seen, offering tactical suggestions,and so forth. In Space Hulk, the Lieutenants
are represented by Cotnnand Points (CPs).
Genestealers
have no CPs;oflly the Marine player gets them.

GAIITIITGCOIIIIAITD POIIUTS
At the start of the game, take the six Command Point
counters and place them in an opaque containe! such as
a cup. During the Command Pbase,p\ll one ofthese out
of the cup to find out how many Command Points you get
to spend during that turn and the following Genesrealer
player's turn.
After you haye drawn a Command counte! look at it and
place it face-down in front of you.
The CPs must be spent during your turn or the next
Genestederplayer's tum; you may not s,rvethem until youf
following tum. Any CPsleft ovef after the Stealerplayer's
tufn are lost.
Importatrtl Don't tell the Stealei player how many
Command Points you have until the Endphase!

SPEI{DIITGCOMMAilOPOIITTS
Command Points xre exactly like Action Points, except that
you can spend them on any of your Mafines, active or
inactivg and you can spend them during your Action Phase
and the Stealer plaJ'ef b Action Phase.

TheMarifle plaJ)er bas drau.)n a 4 Comrnand Point


counter He c.tn spend 4 CPs an! time during bis
or tbe follouing Stealer tu/n to baue bls pleces
pelfornt extra a.tions costing up to 4 APs: a Marlne
could Moue Fortua.fds e Sboot Jour times, two
Marlnes coud eacb nake Fl/lrner sbob, one Marine
could Sboot and tblee otbers coud Moue Foruard-t
a squqre, and so foftb.

Keeplng Track of Comrnand Points


You Have Spent
Though you shouldn't tell the Stealerplayer hov/ many total
CPsyou receiyedduring tie Command Phase,you must
tell him how many you are spending asyou spend them,
As you spend CPs,you kep track of the number you have
spent with one of the dice. \vhen you haven't spent any
CPs,put the dice off to one side; when you spend one or
more CPs,turn thedice'sfaceto show the total points you
have spent 2nd place it on top of the Command Point
counter. Ifyou spend more points later on, simply turn the
dice to show the new total.

Iftou spent tuo CPsto baue a Marine fire bisfiame4


lou rooul.l turn tbe Comrnand Dice so tb.rt it
sboued 2 and place it on top of the Comr/rand Point
countex If, latet in tbe tum, lou spent anothet,
point, Jtou uould tben turn tbe .lice to 3.
Playing Tlp: Sincethemaximum number ofcPs you can
receiveis slx, if you spend six CPsduring )our turn, the
Stealer player will knov/ that you don't have any left to
spend during his turn. However,if you spend, say,two
dufing your turn, he can't be sure if tbat's becausethat's
all you had to spend, or becauseyou'rc savingthe cPs to
hit him later!

rAntfffc0ffiAf{oP0tftTs
Reveallng the Command Countef
You rcveal the Conunand Point counter to the Stea.lerplayr
duringthe Endphase.Ifyouspentmore CPSthan you had,
you lose immediaie ly.

Spendlng Command Points Dudng


the Stealef's Actlon Phas

You canspend CPson aMarine during the Stalerplayer's


ActionPhase;howeae4you maydo so only ifiout Marine
After you have revaledthe Command Point counter, place seesa Stealrperform an action. (This tepresentsyour
Lieutenant seeing the movement through the Matine's
it back in the cup with the othr counters.
vidcameras.)
To seea Stealer,your Marine must have a Line of Sight (LOS)
Spendlng CPs Durlng Your Actlon Phas
During the lilarine Action Phase,you can spend CPson any to the Stealer.Line of sight is explained in detail in the
Marine in any way you wish. In fact, you can spnd CPs M.rrine Shooting section of the rules; for nov/, all you need
on one Marine while another is active; the active Marine to know is that the Stealer must be in front or to the side
does not becomeinactiye as a result. You can also spend ofthe Marine, and there can't be anything betq/eenthe two
CPsin combination with Action Points (thus,you can spnd models blocking the Marine'sview
1 CP and I AP to have an active Marine Derform a 2 AP In addition, you can spend CPs on a Marj're only afier a
acrronJ.
Stealerin his LOShaspedormed an action. Clhatis, ifthe
Stealerjust sands there and doesnothing for its entfe tum,
the Marine LieuterEnt won't pay any attention to it. ) If the
Stealer'saction takesit out of your Marine'sLOS(it closes
a door in the Marine'sfaceor stepsatound a corner), you
Example of Speodlng CPs Duting Ma ne's
can't spend CPs on that Marine
Actlon Phase
Finally, during the Stealerplayer's Action Phase,you may
spend CPs only to have one Marine prform one single
^ction at time. You c4z spend 2 Ck to have a Marine
perform a"2 AP actioo, like firing a flame! but you cannot
spend 2 CPsto have a Marine fire twice The Stealerplayer
is alwaysallowed to prfotm another action before you can
spend mofe CPs.
This rule is in effect even if more than one Marine seesa
Stealerperform atraction: you can spendCPsonly to have
one of them perform one action. If the Stealerthen
subsequentlyperforms other actioos,you can spend Cps
on the sameMarine asbefore,or on another Marine with
LOS to the Stealer
To spend CR dufing the Stealerplayer'sturn, wait umil
a Stealer performs an action in one of your Marine,s LOS,
then simply announce that you are spnding Cps on that
Marine. After you haye finished, the Stealerplayer resumes
his move (until you interrupr again).

lloruto ecadthr Cmmplr

Spc lhrlnr
/
\
fBLrPll

\_-/
Sllp
Tbe Marine plater bas tu)o Command Points.
Neitber oftbe tuo Marines shoun bas beenactiuated
!et. He uisbes toflame tbe tuo Stealersalound tbe
cor'rret, but the Marine is in tbe ua! of bis Flamel
Marine. He spends 1 CP to rnoue tbe Marine into
the si.le corridol (A), tben Actiuates tbe Flamer
Ma.rine, ubo ,nouesdown the corridor (2 APs) an.l
turns to face tbe Stealers(1 AP) (8, C, and D). Tbe
Flamer Marine bas only I AP remaining, and it
costs 2 APs to Jlire a lhzme4 so tbe Marine plaler
spends bis last CP and tbe AP to baue tbe Marine
fire bisJlamer, to.tstlng tbe Stealers(E). TbeMarine
pl.4tenna! nou Actirate tbe Marine in tbe side
corridor; tbeMarine uill baue itsfull complement
of 4 APs

\DOOR/
i
I

:
0oor

dw

fhnrr lthrlnr

ugisr
Solt r Shot

0rndrdrr

flrmrr Shot

Exehpls of play, Ute the ore to the left, 2ppe.r rhroughout


thtu boot.
Ia th text, pareothestzed lctters refer you to spc tc p|rts
ofrh dtagrams. For cxample, h ahe dtagr.m to thc left, the
lext says "H sperds one CP to move thc M.rtn tdro the
stde cortdor (A)." The '(A)' referc to rh A h a ctrcrc h rh
dlag..m above the text.
Thc 'ghosdy' ngures ln thc dlagrams show where models
bcgh, or spaces thc modcb pa-ssthrough, durtog rhc acttoo
dkpl.ycd tn th dtagf1m. Thc hcaekr nSurcs show whcr
ttr models erd up. For xrEpl, ln th top dlagrlD ro rhe
left, the Splce rl2rh st2rtcd lo thc space dtrcctry abovc
ttrc Flamr Maflnr he moved otre spac dl.gon [y up .rxd
to trr rtght.
St..l8ht affows ladlc.rc th.t the model h.s moyed ro the
sp.ce thc .rrow polnts to, cured .rro''s
rhrt th model
turncd 90' or tSOo h the ep.ce.

ilARtilEc0ilitAil0P0ilTt
Exzmples of Spending CPs Duriag Stezler's
Phese
ktlon
It is tbe Stealel pl.aler's Actlon Phase. Tbe Mqrine
pl.aler bas 3 CPslejt; caugbt latber stupidllfacing
in tbe wrong direction, the M4rine is .tbout to get
.lttackedfrom tbe side W.7n angry Genestealer Tbe
Stealar moues touards tbe Maline (A).
TbeMarlne bas a line ofsigbt to the rnoulng Stealer,
so the Maline phyer rt4! spend CPs on bin. The
Marine pl.ayer spends a CP to tur'rr tbe Maine to
face its attacher (B) Ae tur.'t s because tbe Marine
can'tfife at a Stealer coning a.tbiflfrom tbe side).
Sincetbe Marine pla)/er cannot spend an! more CPs
until tbe Ste.ller plawr perlorms .lnotber Action,
be uatcbes belplessl! as tbe Stealer firouesforuard
..gain (C) - nou he's rlgbt next to tbe Marine! AJtel
the Stealef'smooe,tbeMartne plaJgt' inter-raptsonce
more Qnd spends anotber CP to take a sbot at tbe
adaancing Stealer (D); tbe Ebot rnlsses.T|te Stealer
.7ttr7cksthe Marine lrtrclose assault; tJ the M..rine
suruiaes (unlikel!!), tbe Marlne plater c.1n usebis
l^st CP to try to blou awa! the Stealet once ,nore.

Since tbe Marlne cannot see tbe Stealer after it


perfon .s its Action (scuttling doun tbe corridar),
tbe Marine plaler ma! ttot spend CPs on tbat
M6rine.

MOUEiTCilT
The corridor sections of the map are divided into squares.A piece can move into any adjacent empty squ?lre,includtng
empty diagonaly-adiacent squares(though seebelow) - if, of course,its player pays the APs.It is usuilly more expensiv;
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 haye to pay 4APs to do so.
Nrhen a piece is moving, it keeps its current facing (see
below); you must pay APs for a rurn action to changea
piece's facing.

FACIITG

qt
Illegal Moves
You cannot move a pieceinto a squarecontaininganother
piece, a closeddoor, or through a wall. In addition, you
carurot move a piece into an empty diagonally-adiacent
square if both intervening squares are occupied by other
Diecesand/or corners.

INCORRECT
FACING

When models are on the board, each must be placed so


that its front bces one of the sidesof the squarcupon which
it sands, asshown below: A model's facing haseffects upon
its movement, fire and close assault,and ability to open
and closedoors (seevarioussections).Blip counte$ need
never worry about facing.

How Facing Aflects Movement


Your models pay different amounts of APs to move in
different directions, depending upon their facing.
a A model pays I AP to move to any of its three fJont
squares.
a A model pays 2 APs to move to any of its three rear
rquafes.
a A Stealermodel pays2 APsto move to its side squares;
a Marine model cannot move directly sideways at all
(though extremely powerful, Terminator armour is
somewharclumsy - its leg arliculators don't allow much
laterel movement).
a A Blip has no facing. It may moye in any direction at
a cost of I AP.
All oJ tbe moues sbuutn are illegal.

Rememberthat models keep their current facing v/hen


moving. Turning is a separ.ateaction from movement.

SUfrIfrIARVOF PLAY
SCOUEITCE
Of PIAY

OUERII'ATCHfIRC SUIIIIABY

MARnE Pr-ArrR's TURN


I TimerPhase
2 CommandPointsPhase
3 Marine Action Phase

I Marinesarmedwith Boltersonly canOverwatch.Marine


mustbe in Overwatchmodeto Overwatchflre.
2 Marine Overwatchfires during Stcalcrplayer'sAction
Phase.Fires againstany target who performs an Action
in Marine'sLOS, fire arc, and within 12 squares.Fire
takesplacectrl action.
3 Marineplayerrolls two dice.If eitherdice turnsup '6',
targetis destroyed.If Marine playcr rolls doubles,
Marine'sBoltcrjoms.(Tum overOverwatchmarker.)
4 RemoveOvcrwatchmarkersin EndDhasc.

STEAIIR PLAYER'STTIRN
I ReinforcementPhase
2 StealerAction Phase
3 Endphasc

COIIiIAITD POIITTSUM TARY


1 MarineplayerdrawsCP counterduringCommandPoint
Phase.
2 CPs, like APs, are spent to have Marinesperform
Actions. I CP can be spentto performa I AP action;1
CP can be combined with 1 AP to Derform a 2 AP
action,or 2 CPscanbe spcnrro perform2 AP actions.
3 Marineplayercan spendCPson MarinesduringMarine
ActionPhasein any way he wishes.
4 Marine player can spendCPs during StealerAction
Phase.CPscan be spentonly on Marineswith LOS to
Active Stealer.Marines can perform one Action at a
time; Stealerplaycr getsto performat leastone action
beforeMarineplayercanagainspendCPs.
5 RevealCP chit at Endphaso.

BOLTERSUiIiIARY
I Targetmustbo in fire arcandLOS.
2 PayAPs.
3 Roll two dice.Targetdestroyedif eitherturnsup '6'.

Tuilt{ FtAitEB SUilitARY


I FlamerMarine flamesentire corridor or room section.
Onesquareof sectionmustbc in Marine'sfire arc,LOS,
andwitiin 12 squaresof Marine.Marinecannottargeta
corridorsectionif the squarecontainsa closeddoor
2 FlamerMarine automaticallyhits section.PlaceFlaner
markerin square.
3 Closeddoorsblock effectsof Flamerhits. Pieceson
othersideof doorsnot effected.Openand closcddoors
themselves
arenot effected.
4 Marineplayerrolls a dice for eachaffectedpiece.Roll
oncefor eachBlip, not for eachStealerit represcnts.
On
a roll of '2' or higher,pieceis destroyed.
5 No piecescanenterflamingcorridor.Survivingpiecesin
flamingcorridorsmovefreely.
6 RemoveFlamermarkersin Endphase.

CLOSEASSAUTTSUMMARY

1 StealersandMarinesonly cancloseassaulqBlips cannot


close assault.To assault,target must be in assaulting
piece'sfront square,nar front diagonal,sidc, or rear
squares.
2 Attackeronly playsAPs;defenderdocsnot pay any Aps
1 Applies only if Marine ffcs bolter repeatedlyat same
to defend.
target.To receivebonus,Marine cannotperform any
Attacker
and dcfenderroll dice. Genestealers
roll three
Action other than Fire Bolter; if Marine is attackcdin
pick highest;Marine Sergeantsroll one dice
dice
and
closeassaultcombat,anotherMarinepcrformsactionor
andadd +1; Marinesand FlamerMarinesroll one dice.
tum ends,bonusis lost.
Highestdiceroll wins.
2 On secondandsubsequent
fire attacks,number
sustained
If attackerwins,defenderis removed.If tie, no cffect.If
neededto hit is reduced:
defenderwins, attackcris removed(unlcssdefenderis
SustainedFire
Number Neededto Hit
not facinga acker).
(Roll number
If defenderis not facing attacker,defcndcrcannothurt
on either dice
athcker. If tie or dcfenderwins, defendercan turn to
First Shot
6
faceattackerar no AP cost.
SecondShot
5 or 6
ThirdShot
4,5, or 6
Fourti andSubsequent
Shots 3, 4, 5, or 6

SUSTAIITCIIFIRE SUM TARY

ACTIOil POIITTSATLOU'AITCC
Space Marines
4 APs per Activation Phase
Genestealers and Bltps
6 APs per Activation Phase

Move Backwards
I square

Move Backwards &


Fire Bolter

* If the Stealer makes two 90 turns in a row, he's really


"
making one 180o turn, and must pay I AP to do so.

SUTIiIAfiY OF PLAY
SEOUEITCC
OF PLAY

OUERII'ATCHFIRE SUiIiIARY

MARnDPLAYER,S
TURN
I TimerPhase
2 CommandPointsPhase
3 MarineActionPhase

I Marinesarmedwith Boltcrsonly canOverwatch.Marine


mustbe in Overwatchmodeio Overwatchfuc.
2 Marine Overwatchfires during Stealerplayer'sAction
Phase.Fircs againstany targetwho performsan Action
in Marine'sLOS, fire arc, and within 12 squares.Fire
ul(esplaccaf cr action.
3 Marineplayerrolls two dice.If eitier dice tums up ,6'.
l a r g e ti s d e s t r o y c dl f. M a r i n ep l a y c r r o l l s d o u b l e s ,
Marine'sBolter-jdms.
(Tum overOverwatchmarker.)
4 RemoveOvcrwatchmarkersin Endnhase.

STEALERPLAYER,S TURN

I Reinforcement
Phase
2 StealerActionPhase
3 Endphase

COiliIAITD POIITT SUiTMARY


1 MarineplayerdrawsCP counterduringCommandpoint
Phase.
2 CPs, like APs, are spent to have Marines Derform
Actions.I CP can be spentlo pcrforma I Ap icLion;I
CP can be combinedwith I AP to Derforma 2 Ap
action,or 2 CPscanbe spcnLto perform2 Ap actions.
3 MarineplayercanspendCPson MarinesdurinqMarine
AclionPhasein ary wayhe wishes.
4 Marine player can spendCPs during StealerAction
Phase.CPscan be spentonly on Marineswith LOS to
Actiye Stealer.Marines can perform one Action at a
time; Stealerplayer gets to pgrformat leastone action
beforeMarineplayercanagainspendCps.
5 Keveat Lr cnlt at L.ndDhasc.

EOITEB SUMilARY
I Targetmustbe in fire arcandLOS.
2 PayAPs.
3 Roll two dice.Target.
desfoyedif eitier tumsup ,6,.

SUSTAIITEOFIRC SUiIIIARY
Applies only if Marine fires bolrer repeatedlyat same
target.To receivebonus,Marine cannotDerformanv
Aclion orherrhanFbe Boller;if Marineii attackedin
closeassaultcombat,anotherMarineperformsactionor
turn cnds,bonusis lost.
On secondandsubsequent
sustained
fire attacks,number
neededto hit is reducad:
Sustained
Fire
NumberNeededto Hit
(Roll number
on either dice
6
SecondShot
5 or 6
ThirdShot
4,5, or 6
FouflhandSubsequent
Shol.s 3, 4, 5, or 6

TII'Iil FTAIICR SUiliIARY


1 Flamer Marine flames entire corridor or room section.
One squareof section must be in Marine's fire arc. LOS.
and within l2 squaresof Marinc. Marine cannot tarqet a
corridor scction if the squarcconlains a closeddoor.
2 Flamer Marine automatically hits section. place Flamer
marker in squffe.
3 Closed doors block effects of Flamcr hirs. pieces on
other sidc of dools not effected. Open and closed doors
thcmselves
are no[ ctfccled.
,l Marine player rolls a dice for each affected Diece.Roll
once for cach Blip, nor for cach Stcalerit rcpiesens.On
a roll of'2' or higher,piece is desroyed.
5 No pieccs can enrr flaming corridor. Surviving picces in
flaming corridors move freely.
6 Remove Flamer markersin Endohase.

ctosE ruisAutTsumitAnY
Stealers
andMarinesonly car closeassault;BliDscannot
closcasslult.To assault.targetmusl be in assaultine
piccc'sfronl square.notfrOntdiagonal.side,or rei
squares.
Attackeronly playsAPs; defenderdoesnot pay any Aps
bodefend.
Attackerand dcfenderroll dice. Genestealers
roll three
dice and pick highest;Marine Sergeantsroll one dice
andadd +1; MarinesandFlamerMarinesrolt one dice.
Highestdiceroll wins.
If attackerwins,defenderis removed.If tie. no effect.If
defcnderwins.altackeris removed(unlcssdcfendcris
notfacinga acker).
If defendcris not facing attacker,defendercannothurt
attacker.If tie or defenderwins, dcfendercan turn to
faceattackerat no AP cost.

ACTTOilPOIITTSALTOWAITCE
Space Marines
4 APs per Activation Phase
Genestealers and Blips
6 APs per Activation Phase

Move Backwards
I square

Move Backwards &


Fire Bolter

*If the Stealermakestwo 90o turns in a row, he'sreally


making one 180o turn, and must pay I AP to do so.

touEtEftr
Tirrning

Example of Turning

You may expend APs to tznz a modal - thzr is, to change


its facing by 90 . or 180. whflc nrying itr tle samesquar!.
a A SpaceMarine pays I Ap ro tl|l8 90 " ; 2 AIt to turn 1gOo.
a A Genestealerpays0 APsto tufl 90.; I Aproru.n 1g0..
(Note that a Stealercannot make two 90" tums in a row
for free; it would have to pay the I A? cost for makins a
I80" rurn.)
a Blips haye no facing; they never tum.

Tbe SpaceMa ne pals I Ap to mo.'e fonoard to


hefront diagonal squareI A ): it pa)/sanotber I Ap
to tum 90" to face doun tbe ball (B); it maJl spend
its lemaining 2 APs to blou auay tbe Stealel doun
the ball

TbeSpaceMarifle h..sfoolisbl! neglecte.l to go into


Oueruatcb nodq so tbe neulyactixated Steatel
(uitb 6 APs) decides to go and k/tt him. It ,nakes
a90" turn forfree (OAp)(A), moresforurald (j Ap)
(B), turr,s 90" egdinfolfree (OAp)(C) rips tbe beaA
offoftbe SpaceMarine (1 Ap)(D), turn;90. apain
(0 AP) (E), moDesback doun tbe batt tbrce s;aces
B Aps)(F_H),
thm exper\dsitstast ! Ap tumin; 180.

u).

Marines are armed with the very best weaponry in the Imperium. The storm bolter, the spaceMarines' standardfirearm,
fires small, high-velocity bolts with explosive tips, capableof blasting through eight inches of plasteelas though it
were tissuegaper.The healT flamer firs jets of volatile chemicalswhich explode violently, filling the targetareawith
burning flames. Few creatures stand a chance against this awesome fifepower.
The Genestealeris one of them.

TARGTII{G
The term targetinglefers to a Marine'sability to (A) seea
tatget,and (B)bring his wsapon to bearon it . If the Marine
can do both, he can fire at the target. Basically,a Marine
can seetO the front and sides;he may bring his weapon
to bear only on rargets in front of him.
In most cases,a Marine will be firing his storm bolter at
an individual Stealeror door, in which casehe must be able
to target the Stealer or door. \When a Flamer Madne fires
a flame! howevet he is shooting at an entire corridor or
room section. To hit it, he must be able to t^get an! o e
of the squaresin that section.
In gameterms, in order for a Marine to be able to seea t4rget,
he must haye a line o/s8 t (LOS) to the arget; in oider
for him to be able to bring his weapon to bear, the target
must be within his ,?re arc

Playlng Note: Since Genestealers


don't carry weapons,
they don't shoot at things far away, and thus neyer have
to worry about fire arcs or LOS - except, of course, they
will probably worry a lot abolJ.tstzyingout ofthe Marines'
fiie arcs and LOS...

Line of Stght
Marines don't have eyes(or camer:rmounts) in the back
of their heads. They can see only targets that are in front
or to the sideof them. However,asthey areequippedwith
sophisticatedvision-enhancementequipment built into
theh lbrminator armour, thsy can seeforunlimited distance
(provided there's nothing in the way).

Tbe Marine can see lhe unsbaded squares.

Blocklog Los
If there is a model, wall, corner, door, of burning square
(seebelow) between the Marine and his target, the LOS is
blocked.
Judgtng Dtagonal LIOS
It's simple enough to iudge LOSif the taqet is direcdy down
a line of squaresfrom the Marine - if something occupies
a squarebetwen the Marine and the target, the LOS is
blocked. Howwer, if the target is on a diagonal from the
Marine, it's a little more work. Lay a piece of string or a
ruler ftom the centreof the Marine'ssquareto the centre
of the target's square: if the line passeso\ -r a square
conaining somethingwhich blocks, the LOSis blocked.
If the line passesdirectly between tvr'o squares,LOS is
blocked onfy if botb sqlu rcs are blocked.

tAnilttsHooTtflo
Exanples

of Line of Sight

LOSOPEN

----- LOSBLOCKED

!
:
:

e
s

IE

(A), (B), (C), (D) and (E) are ex.zmplesof diagonal


LOS. (A) and. (B) are not bloched becauseonl! one
oJ tbe squares is blocked u,bere tbel pass dlrectll
behaeen tuo squ.7res.(C) ls blocked because botb
squares a.re bloched, one b! tbe comer afl.l one b!
tbe Marine (D) and (E) are bloched becausethe LOS
passes directl! througb a blocked squafe.

ilARtftE$lr00flf{0

FIBII{OII'ITH THE
STORMBOTTER
Marinesfire their storm bolte$ at Genestealers
or closed
doors. When a Maline fires a storm bolter at a target,roll
two dice: ifa 6 is rolled on eithe! or both dice, the target
is destroyedand iemoved from the board.

Range
Storm bolters haye unlimited range. They may fire at any
target that is within the Marine's fire arc and LOS (but see
Ouentatcb Fire, next page).

Sustalned Ffue
In sustainedfire, a Marine is firing repatedlyat a single
target, allowing a sophisticated targeting computer in his
Terminator armour to adjust his aim. The computer is
effectiye or y if the Marine staysstill and concentc esupon
hitting the taryet;ifhe movesorceasesfiring, the targeting
computer losesthe target and he must rely on his own skill.

Fire Arcs
SpaceMarinescan fire only at targetsin front of them that is, that are in theh flre arcs. If a targetis ourside rhe
Marine'sfire a!c, he must turn before he can fire at it. The
following diagnm shows the Space Marines' fire arc.

If a sationary Marine misseswith his first shot, the score


required to destroy the targt goes down on the second
and subsequentshots (provided he doesn't move). On each
round ofsusained fire, the scorerequiredto hit lhe target
goes down by one:
Score Requlred to Hit:

LOS
and
FIRE
ARC
LOS
only

Fi6t Shot:
Second Shot:
Third Shot:
Fourth or Morel

6
5 or 6 on either dice
4, 5 or 6 on eithe! dice
3, 4, 5 ot 6 on either dice

A Marine receives the sustained fire bonus only if he


continuously fires at the arget: ifhe moyes,movesand fires
(seebelow), opensa doo! fights a round ofClose Assault
combat, switches targets, or does anything else, or if
another Marine is activatedor the Action Phaseends. he
loses any susained fire bonus.
Remember that the Marine must pay I AP lot each shot.

Playtrg Note for the cenestealer Player: \t/hen


attacking the SpaceMarines, you'll have to pay close
attention to the Marines' fire arcsand LOS.The best way
to atack a SpaceMarine is to hit him from the rear (the
dark shaded spacesin the diagram above),becausethe
Marin can't seyou there, and thus the Marin player can't
spend any CPs on the Marine under att4ck.

Marinesdo get the sustainedfire bonusduring the Steale(


playe!'sActioo Phase,if the Marineplayer expendsCPsto
have the Maline fire at a Stealermore than once asit moves
within his fire arc. Note that any susained ffie bonus that
Marine buitt up during the previous Marine player's Action
Phaseis lost; he startsagainfrom scratch(that is, he needs
to roll a 6 to hit the Stealeron the first shot. a 5 or 6 on
the second,etc).

The next best way to gei at the Marine is to hit him from M{ines d.onot get the sustained fire bonus for Overwatch
the side (the lighter-shadedsquares).Though he can see fire (seebelow).
you , you aren t in his fire afc, and at least the Marine player
will have to spend CPsto tum the Marine to faceyou before
he spends them to blow you away - and he might run out.
If you've got to come at him ftom the front (the white
Duting the Marine plaler's turn, the Marine spen^
squares),chancesare,you'll losea couple of Stealefsin the
bis last AP to Jire at a Steal.er. He needs to roll a 6
assault. You'd better havetwo or three (or mote!) Stealers on either die to bit: be rolls a 1 and 5 an.l tbe sbot
within attack range whn you make your move.
misses. He expends a CP andfires again, tbis time
Playlng Not for the Marloe Player: Keep your back
to the wall! Put !.ulnerable Malines into Overwatch (see
below), and, if you can, sate a CP or two for the Genestealer

turn'iustin case'

(D;"*'''

rolling a 4 and 5. As be receioes a sustained Jtire


bonus for firing on tbe same ta.rget for tuo shots
in a row, tbis tirne tbe 5 rcll is good enougb to bit
and kill the Stealer

itAf,lilltHooTlilo
Overwatch Fire
In Overwatch mod, the Matine is firing off tapid buEts
at anything that moves. Heisn't taking dre time to carefully
aim his weapon; he's just shooting as quickly as he can.
A Marine armed with a storm bolter may 80 irro Overwatch
mode at a cost of2 APs.Placean Overwatchcounter next
to his model.

Ove applng Ovcrwatcl


If two or more Marines have Overwatch on the sam
space(s),they all fire at any stealer who takes an action in
the space.Note that sven if the first shot you roll kills the
target,you still must roll for thother Marines,asin reality
they would fire simultaneously- and there'salaays a chance
a Marine'sbolter will jam...

JamE
A Marine in Overwatch is firing o.tremely quickly. Actually,
he's firing faster than his bolter is designed for and there's
a chance his weapon will jam. If a Marine in oyerwatch
rolls doubleswhen firing at a target,his bolter is iammed.
0f the Martne rolls double 6, he ki s his taqet, but the bolter
Since the Marine is not concentrating his fire on a specific iams after th killing shot. ) Flip the Overwatch fire counter
target, but attempting to cover an entire area,he never gets to its Jammed side.
a sustained fire bonus during Ovefwatch: he must always
Effects of Jams
roll a 6 on either of his two dice to hit the target.
A Marine with a iammed bolter loseshis Overwatch. In
Playlng Note: Ofcourse, if theMarine is Overwatch firing addition, h may not fire his weapon until he dears the jam.
at a Stealerwho is advancing dqwn a coffidor at him, he'll
get to shoot at it for no AP cost eachtime the Stealermoves, cleartng
Ja|nmed Boltcrs
which more than makesuD for the lack of Susainedfire To clear his weapon, the Marine must pay I AP (you can
bonus.
usecPs to do tiis, following the nomal rules for etqending

How OYerwatch Works


At no AP cost, the Marineautomatica.llyfires at any action
in his fire arc (assuming he has an LOS to the target, of
course) within 12squares.Overwatch fire takesplace only
during the Stealrplayer'sturn.

?
'?t

t:

CPs).The Marine may then fire as normal.

,br'

If the Marine ta-kesany action, he losesthe Overwatch. Also,


ifthe Marineis attackedinClose Assaultcombat. he loses
th Overwatch. The Marine can voluntarily go out of
Overwatch at any time, for no CP cost. The Marine
automatically goes out of Overwatch at the Endphase
(though you may, of course, put him back into Oyerwatch
during your next turn).
OverFrtch
Marines in Oyerwatch fire only at targetswithin 12spaces.
lphen counting the range, count ffom the q)ace in front
of the Marioe to the space the target enters.

Tbe Space Maline bas Ooeruatcb fire doun tbe


cor'ridor Tbe Genestealermouesfonoard. a sPace,
.lrauingfiref'ornthe Marine (A) Ihe Marlne pkryer
rolk a 3 and 5; the sbot misses. Tbe Stealel rnooes
for&afd. once ,nore (B); this sbot..lso ,nisses.
Decid.ingnot to pless bis htck arryfurthet, tbe Steal.ef
plalel stops moting tbe Stealer under fire, and
instead ,nooestbe BIip acrosstbe corTidor (C). Since
tbe Steal.erblocks the Maline's LOS,the Marir.e does
not get an Orefioattb sbot at tbe Blip.

Botb Marines are in Oueru.ttcb mode. Tbe Ste.rlet


,noues fonaard a spa.ce (A); since tbis is in botb
Matines'fire alc 6nd LOS, and isuitbin 12 squares
of tbem, botb fire at the approacbinS alien. Thefirst
Marine's sbot is 6 an l 6 - hilling tbe Stealer, and
jamming bis ueapon as uelL The
unfortunqtel!,
second Marilte's sbot is 3 afld 3 - bisweapon is ako
jammed! If thele are arrJ/ ,nore Stealers d.oun tbe
corridor, tbe Marines could be in Jfor a bad da!...

slrooTrilo
tARlt{E
Move and Flre Bolters
The Marines can move and firc their boltels simultaneously,
paying either one or two APs to do so (dependingupon
the direction they are moving; seeAP Chart). The fire is
handled exactly like standard fire combat, e)(ceptthat the
Marines receive no sustained fire bonus for firing whilst
moving; any previous bonusesare lost.
For purposes of targeting, the fire takes place from the
squarethe Marinemoyestoi ifhe movesto a squarewhere
he cannot seethe talget or the target isn't in his fire arc,
he cannot firc at that tarset.

FIBII{G II'ITH FIAiIERS


Unlike storm bolters, which are fired at specific targets,
Flamer Marines fire their flamers at entirc room or corridor
sections, filling them with flame and possibly killing
everything in them.
You don't haveto roll to seif the FlamerMarine hits his
target; as long as one spaceof the section is within th
Madne'sfi(e arc,Los, and is within range(seebelow), the
shot hits automatically.
A Flamer Marine can target a square containing a model;
he can't target a square containing a closed door.

Range
Flamershava maximum rangeof 12squares:at leastone
squareof the target section must be 12 or fewer squares
from the Flamer Marine.Count ffom the souarein front
of the Marine to the arget square..
Examoles of Move attd Flte

A Marine paJ/s1 AP and executesa moueforward


andfire action. Tbefire misses,so the Mariflepafs
another AP and fires once morq tbis tirne, ubile
standing still. SincetbeMarine3 firstfire uas p.1/t
ofa moueand fire action, beSetsno sustainedfire
bonus:hestillnee^ a 6to bit tbeStealer.If bemisses
.tgain and fires qnotber shot utitbout ,norinq, be
tl,ould. get tbe sustained fire bonus for firing tuice
in a roo ot the same talget uitbout mouins.

Effects of Flamer Hits


Flamers effect entire map sections (except g/rts blocked
by closddoors; seebelow).v'hen aflamr hits a section,
place a Flame marker in the middle of the section, bumin8
side up Roll a die for eachmodel or Blip within that section;
the piece is destroyed on a roll of 2 or higher
In addition to kilting lots of Stealers,flamer hits ma.kethe
flamingsectionsimpassable;piecescannotenter a section
which has taken a flamer hit until aftr the Flame marker
is removed in the Endphase.Surviving pieces within the
section can move about lieely, but no others may enter.
As the hit fills the entire section with smokeand flames,
Marines may not trace LOS througb a squarein a burning
sectiott. Aua'ine m4! tface a LOS to a target within but
on the edge of a buroing section, as long asthere are no
burning squaresbetween him and the target.

This Matine's backutards moae takes tbe Steal.erout


of bis LOS;tbereforebe cannot move and shoot at
tbe monster

Gamlng Note: A Flamer Marine may sometimesfind it


useful to fke at an empty map section, to keep Stealersfrom
entering it.

tAstilt $t00Ttil0
Multlple

Flamer lllts

You can fire a flamef at a corridor section more than once


during a tufn (if, sat one or mo.e Stealerssurvive the first
hit). Simply pay the APs,place the additional marker, and
roll to see if the Stealerssurvir.e.
Flamer Amm 'rlltloo
A Flemer Marine can carry enough 'flamer ,uice' for six
shots - which is v*ry there are six Flame countets for each
flamer. When a Marine fires a flamer, make sure that vou
usethe correct Flamemarker to rDarkthe buming corriior:
when he is out of Flamer marters, the Marine is out of
ammo and may not fire for the rest of the game.
Unfortunately, Flamer Marines do not cxrry backup
weapons. Once they've run out of flamer iuice, they've got
to use their bare hands...

Flamers and Doors

Flamr Self-Destf uctlon

Flamers do not destroy or shoot through dosed doors.


Thus, tf the only Equareof a sedion a Flamef,Marfutecan
seecontains a closed doo! he cannot shoot at that section.

A FlamerMarine m4y!at a cost of I AP,deliberatelycause


his flamer to seu-destrucrviolently, destrolng all pieces
and doors in the rction. The Marine must have at least
one round of flamer ammunition left in order to selfdestruct.

Alsq if a section which takes a flamer hlt has any closed


doors ln it, the squares beyond the closed doors are
unaffected. fapiece foolisl y opens a door into a burning
corridor whtle occupying a non-buming squarcln the same
corridor, the flemes immediately fill the newly-rwealed
squares. The Marine player rolls to seewhether the new
Yictims are destro)'ed.

After the Marine self-destructs, remoye 4// models and


doors in the corridor section, and place a Flame marker
as usual.

Pieces in dtfferent coridor setions mry open or close


doo$ leeding to bumtng coridor secttonsfrely; however,
they may never enter burning comidor sections.

Removhg

Exanplc

of Flamet 'llts aod Doors

E
E
TtteMa.rineflrss hislarrrer
his
at tbe adl.tcent corrid.or
section. Hls shot tbleatens
tb,
tuo Ste@Ie^.,but tbefire
cannot dam4ge tbe Stealer beblnd the closed doox
TbeMarine pIaW?r ,'olls
r
a dlefor eacb tatget, gefting
a 1 and 6, n isstng
tg one
o Stealer and killtng tbe otbex
Tbe su/01 .)onn*!a! moue in tbe buntlng cortldor
or ln tbe corrldor ls opened' tbe
freery; if tbe door
jla.mes flll tbqt sectlon
sel
of tbe cortldol and tbe
Marine plqler rolls
rol to see lf tbe new oicttm is
destroJ/ed. If not,
,t, lt too ,nay nTouea.round.tbe
cor'rtdor fteeu.

Note: Thts is the only q/ay a Flamer Marine may flame the
cofrldor section he ls in.

Flamer Markers

During the Endphase,the Stealerplayer rmoves4rl Flame


markers on th bsrrd.

?.3

ft,

CLOSEASSAUTT
Closeassaultis hand-to-handcombat betweenStealerand Marine.Sincethe Stealershave no weapons,this is the only
way that thy may damagethe SpaceMarines.Despite the SpaceMarines'fanasdc Terminator armour and mighty
power glove, the Stealersare faster and stronger than their opponents.A Stealeris more than a match for a Marine
in close assault.

II'HO IIAY EITGAGE

Ties

lt{ ctosE AssAutT

If the assaultrolls are tied, th combat hasno effect. The


attacker may, of cours,initiate another round of close
Any SpaceMarine or Genestealermay atack in close assault; assault,if he pays the AP cost.
Blips nevercloseassault.Marineswith iammedbolterscan
close assaultwithout perrrlty.

Pasing ln Close Assault

A piece can close assaultif its targetis in its front square. Ifa piece is attacked from the side or rear,it cannot actually
Piecesmay not assaulttargds in their froDt diagonal squares, damageits attacke!: all it can hope to do is fend off the
side squares,or rear squares.
attackeruntilit hasa chanceto turn around and facehim.
Yotr nevet hcaueto closeassault.You can completely ignore Ifa defenderwho is not facinghis attackerlosesthe attack,
a model in an adiacentsquareif you wish and a Marine he is removdasusual.Ifthe result is a tie or the defender
can fire at a Stealerinan adjacentsquarewithout penalty. wins the dice-roll, he may turn to facehis attackerat no
AP cost.
Exantple

of Effects

of Facing

'\.\11

itt Close Assault

E
E
HoltrTo cotlDucr
closE ,utsAutTs
The attackerpaysthe APs;the targetdoesnot hav to pay
any APs to defend against the assault. The attacker and
defender each roll one or more dice; the highest individual
dice-rcll wins. The loser of a close assaultis destroyed.
a Stealers roll 3 dlce ln cloae assault and plck the
htghest.
a Madnes and Flamer Madnes roll 1 dlce.
a Madne Serganta roll one dlce and add + 1 to thh
roll.
Examples of Close Assault
A Genestealer close ^ssaults a Space Marine: tbe
Stealel rolls 2, 3, and anotbel 3; tbe Space Marine
rolls a 4. Since tbe Marlne's roll is bigber tban afl!
of tbe Stea lel's rolls, tbe Marifle uins and tbe Stealer
is .lestroled.

A Stealer attachs a Marine Selgeant. Tbe Stealer's


hiSbest roll is a 6; luchil!, tbe Sergeant also rolls .r
6. Sincehe adds + I to bis roll, he wins.

Tbe Genestealer close assaults tbe Marine Serpeant


from tbe rear The Space Ma ne u)ins tbe combat.
so be turns to face his attacker (Since tbe Marilxe
L'asn'tfacing bis attacker. the Stealer is unbarrned.)
Tbe Genestealer pals anotber AP to attack again;
tbis time, if tbe Marine Sergeant uins, tbe Stealer
is destrqted.
*_:,,r-,::.r'.r

ELIPS
In Space Hulk, th Marinsare on unfamiliar territory, facing unknown odds. The assaultyessels'deepradar has
given them someidea of the layout of the spacehulk, but it isn't ableto tell them how many steale$ arelurking within.
To combat this problem, Marinesare equipped with Sensoriums,or life-detectors.when the Marinesare inside the
hulk, the Sensoriumsconstantly scanth suffounding corridols of the vesselfor alien life-forms, showing concentrations
of life as dots ofl a video display (earningthe Stealrsthe nickname 'blips'). The machinesaren't vry precis,being
unable to tell whether a life-form readingcomesfiom one Stealer,or two or three moving dose together.Thus, until
a Marine actually sgesa Blip, he won't know exactly how many Stealersare thre.
Stealersare blought into play asBltps: counters which represent one, two, or three Stealers.The Stealerplayer moves
thesecountersalound the rnap,face-down,until he wishesto convert them to models,or until a Marinegainsan LOS
to the Blip.
When Activated, a Blip counter has6 APs,just like a Stealer Howsver, Blip counters expend their APsoflIy on movement
and ope[ing and closing doors: they can never attack.

BIIP iIOUiIEI{T
Blips move in much the samefashion asother pieces,except

"'*

a Blips have no facing. They moye in any direction at a


cost of I AP; they neYe(turn.

EIIAiIIilIilG BLIPS
The Stealerplayer is'freeto examinehis Blips - that is, pick
them up and seehovr'many Stealersthey represent - at any
time. The Marine player caDnot exrmine Blip counters until
they ar to be converted.

a Blips cannot move into a Marine's siSht: if you


accidentallymove a Blip into a Marines LOS,the Marine
playerpoints this out, and you must return the Blip to the
last squarein which it was out of the Marine'sLOs. That
Blip's mov immediatelyends:it may not do anything for
the rest of the curent Phase.
a Blips cannat move nex:tto a Marinq even if the Marine
is facing another direction and has no LOS to the Blip.

BIIP COilURSIOIT
There are two ways in which a Blip converts into Stealers:
voluntary conversion - when the Stealer player converts
the Blip - and involuntary coN'e$ion - when the Marine
player converts the Blip.

Voluntafy

Conversion

The Stealerplayer can convert aBlip counterinto Stealers


only during his Action Phase.He converts the BIip irlttead
o/Activating the Blip; if the Blip hasperlotmed 6n)/ action
that Action Phase,he may not conyert it.
Newly-convfted Stea.lers
canbe ActivaEd asnorma.lduring
that Action Phase;each hasits full complement of6 APs.

Invol'ntary

Converslon

Marines causeinvolunary conversion when they gain LOS


to a Blip. ln involuntary conve$ion, the Marlne playet
converts the Blip to stealrs, not the stealer player
If a Marine gainsan LOSto a BIip during the Stealelp klw's
turn (if for instance, he uses CPs to blow away a model
which was blocking LOS),this is involuntary conversion
and the Marine convertsthe Blip. If the Blip has not yet
been activated that Phasg then all of the newly-placed
Stealermodelsc4l, be activatedasnormal. If the BLiphas
alrady been activated, than the Stealerscannot be
activated.
Rememberthat a Blip cannot move into a Marine'sLOS;
however, the staler player can move a stealer which was
blocking a Marine'sLOS,allowing the Marine to gain LOS
to the Blip. This would be involuntary conveEion and the
Marine player would place the Steal

ers

SuPt
How to Corrveft
T|rn the Blip counter over to reved the number of stealers
it represents.Rmove the counter from play and place the
appropriate number of Stealrs on the map. Place the
Stealersso that on Stealeroccupies the square v/here the
Blip stood, and any rmaining Stealersare placed in empty
squafes adjacent to that model.

Example of Bnp Cotwf'r'lon

u'r$i$\

In voluntary conversion, the Stcaler player cannot place


his Stealersin a Marine's LOS; in involuntary conversion,
the Marine player can place the Stealersin or out of LOS
as he wishes.
If there aren't enough available squaresto place all of the
Stealers, the excess Stealersare tost,
After the Stealersare placed on the map, t}re StealerplaW
gives the Stealersany facing he wishes, even if it was
involuntary conversion and the Marine player placed the
Stealefs.

s
The Stealcr runs touards the Mafine, who is ln
Ouerua.tcb n ode. The Marlne playel rolb a 6 and
a 2; the Stea.leris destro),ed. Tl\e Marlne now bas
a.n LOS to tbe Blip; lt ls revealed to be a 2 Steoler
Blip. TbeMarlne plaw places the ,nodels, and tbe
Stealer plaJ,er J.acestbern as be ulsbes. (If tbe Bllp
infi'ont moees,tbeMarTne geban Ouenaatchattach
ogainst it,)
If the Blip marher ls conuerted, one n odel must be
pl.^ced ln tbe square wbere tbe Blip counter stood,
tbe others ma! be plq.ced. in an! of tbe sbaded
sauanes,

FLAmESH|TS Oil SuPS


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

RUIIilIIIG OUT OF STEALEBS


Tbe Marlfle basjust opened tbe d.oor,gaining LOS
to the Blip countel beblnd it, ublch is a.i countex
Since tbls k lnvoluntery conuerslon, tbe Marlne
plarel pl4ces the Stealers- not that lt mahes much
dtfference tn tbls partlculor place He places one
Stealer in the space uhele the Blip counter stood.,
and anotber ln the onl! empt! adlacent spa.ce
rerna.inlng - tbe doorwa!. Slnce tbefe's no roornfor
plaw tbe?r
it, tbe tblrd Stealer ls lost. Tbe Stea.l.er
faces tbe Stealers tawards the Marlne. (Note that as
tbe rreul|'-placed Sbalers blach LOt the Bllp counter
dourt tbe balluay is not conusrbd,)

In the unlikely event that there are a lot of Stealerson the


map and not anough lft to convert a Blb, all a.cessStsalers
are lost. However, killed Stealers cofl be immediately
recycled back into playr if you had only three models
available, you could convert e Blip into the three models,
rush them forward and get them all killed, use those same
models to convert another Blip, rush them forwatd and
get them all kllled, etc, etc.

SUPt

BIIP CITTRYARC'Ui
Blips enter play ^t en ry arcas: off-map areasright next
to corridots leading off the ed8e of the map. During rhe
Steale( Reinforcement Phase,t2ke your reinforcing Blips
f(om the box top at mndom, look at tlrcm, and then place
them at one or moie Stealerentry aras.You can have up
to three Blips in the sameentry area at any one time; you
must place additional Blips at other areas.A BIip pays 1
AP to move from an entry area to the adiacent corridor
squafe.
Place the Blips so that it is obvious which entry area they
are in; that is, place them right nxt to the coridor leading
off of the map. If there's ever any question asto which entry
aieathe Blips occupy, because,for instaflce,tby arc equally
close to two or more coridois leading off ofthe map, roll
dice to see which they ar in.
Once at an entry area,Blips may not mo! to different entry
areas:they must either move onto the rnap, or lurk where
they are.

Lurklng
Blips or stealers in entry arcascannot be attacked by the
Marines. Entry arsasmay not be shot at by flamels (though
the corridor section leading to the entry area can be fired
at asnofmal). Blips in entry areasdo not hale to enter the
map when they arrive; they may lurk off-board, completely
safe from harm, for as lon8 as the Stealer player wishes.
LOS does not extend into entry areas;thus, Blips there are
never sublect to involuntary conversion.
Mardatory Lurklng
If a Space Marine is six or fewer squaresaway from the
squarc ncxt to the entry area, Stealeo or Blips cannot enter
the map on tlte turn they are placed: they must lurk for
at least one tum. On the next tum, however, they may enter
as normal. count by the shortest possible route, ignoring
faeing, doors, flames, intervening models or Blips.
If a Blip or Stealer was a.lreadylurking in the entry area
when the Marine moved to q/ithin six spaces,it can enter
play immediately. It does not have to lurk an additional
turn becausethe Marine showed up - he'll iust have to take
his chances.
Importatr& Blips are never forced to lurk for more than
one tldrlJ! They can aluqys move on the second
subsequentturns (though they don't have to move if
they don't want to).

Stealers rn 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 arriyed this turn and a SgaceMarine is
six or fewer squarcs away. A maximum of three Stealer
models may lurk at any one entry area, in addition to the
three Blips.
If a Marine occupiesthe squardirctly adjaceff to the entry
area, stealers who are not forced to lurk can attack him
from the entry arain close assaultcombat, at the sandard
AP cost.

Movlng Off-Board
Once entercd onto the map, Stea.lersor Blips may not move
off board.

The tbree Bllps uere brought into pla! tbis tunt;


since tbe FlamefMarine is six spaces du.q,, from
tbesquare laading to tbe enry afea, tbe Blips cannot
mooe onto tbe map thls tum.

suPt
Example of Stealcrs ln Entry Areas

Tbe Maline moued adjacent to tbe entry areq last


turn. During bis Deplqlrrrent Phase, tbe Stealer
plarer placed a BW at tbe entry area; since tbe
Ma.rlne u4"t uell wttbln six squ4/esfrom tbe space
(zero squares aua.!, to be preclse), tbe Blip was
folced to lurb. Tltis turtt, the Marlne someubat
unulseb/ staJEd wbere lt uas. The BUp utasfree to
lurh or not, 4t tbe Steolcl pl.aw pleased,

This tunt, the Stealerpl4ler connerts tbe BLp, wblcb


is a 3 Stealprs Blip, Stealer A attachs tbe Marirre,
Iasing ,nlserabb/. Stealel B then attack' tling tbe
first round of close a.ssault combat, but uinning
tbe second. Cbittering in trlumpb, it uses its
ren &ining 4 APs ta ,noue four squares as sboton.
Tbe Stealer pl.alet tben actiuates Ste@lefC. Slnce
It has not been engaged in tbe battlq lt bas its fu
6 APs; it gingerly stepsot)et tbe srnouldefing ptle
of wet ,netal and n ooes sitcsquare'

The space hulk is littered with itis-style airlock doors. The doors' most importalt game-function is that they block
LOS and the effects of flamer hits; stealers are often found skulking behind dosed doors, awaiting the right moment
to open them up and spring out on rmwary Marines.

ooon coutlTcBs

frRil{o ATcrosEDooons

The doors in the space hulk are represented by door


counters. Each Mission tells where to set up doors. When
th door is closed, place it in the middle of the squar.
When it is opened, place it to one slde of the square it
occupies when closed. If the door is destroyed, remoye
the countr altogethr.

A Marine ca! firc his storm bolter at a closed door ilr an


attempt to destroy it. This is handled exacdy like standard
ffrcr that is, a 6 is neededto destruy the door, and the Marine
receivesthe bonus for Sustainedfu. Ovrwatdr fire is nevsr
used against doors. A Matitre caflnot fjfe at an open door.

OOORS
OPCilIIUGAITDCTOSIITG

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

A piece may open or close a door if the door is in one of


its front squares.A Blip may open or close a door if it is
adiacent to the doof including diagonaly adiacent. The
plce simply e'rpends the appropriate APs (the Stealer or
Marine presssthe button) and the counter is moyed.
A Door cannot be closed if a model or BliD is in its wav.

Open Doors
Squareswhich conain open doors are treated sxactly as
normal empty squares.

Closed Doors

CLOSCASSAUTT

oil cLosEDoooRs

Piecesmay never entef squareswhich contain closed doo$.


Both GenesEalers and Marines may make close assault
In addition, LOSdoesnot passthrough squareswith closed
attacks against closed doors; eadr side needs to roll a 6 to
doors.
be successful, The Marines roll one dice as usual (the
closed doors contain the effects of flamer shots, as sargeant's close assault bonus of +1 does count); the
21.
otrpase
cenestealers roll three and cormt the highest roll.

6.r.r,o.o

SUiITIARY OF PLAY
SEOUEI{CEOF PIAY

OUERII'ATCHFIRE SUiIiIABY

MARINE PI-AYER'S TURN

1 Marines armed with Bolters only can Overwatch. Marine


must be in Overwatch mode to Overwatch fire.
2 Marine Overwatch fires during Stealer player's Action
Phase.Fires against any target who performs an Action
in Marine's LOS, fire arc, and within 12 squares.Fire
takes place af er action.
'6',
3 Marine player rolls two dice. If eitier dice tums up
target is destroyed. If Marine player rolls doubles,
Marine's Bolter jams. (.T1rmover Overwatch marker.)
,l Remove Overwatch markersin Endohase.

1 TimerPhase
2 CommandPointsPhase
3 MarineActionPhase
STEALERPLAYER'S TURN

I Reinforcement
Phase
2 SrealerActionPhase
3 Endphase

coililAilD

POil{T SUilitABY

I MarineplayerdrawsCP counterduringCommandPoint
Phase.
2 CPs, like APs, are spent to have Marinesperform
Actions.1 CP can be spentio porforma I AP action;I
CP can be combined with 1 AP to perform a 2 AP
action,or 2 CPscanbe spentto perform2 AP actions.
3 Marineplayercan spendCPson MarinesduringMarinc
ActionPhasein any way he wishcs.
4 Marine player can spendCPs during StealerAction
Phase.CPs can be spsntonly on Marineswith LOS !o
Active Stealer Madnes can perform one Action at a
time; Stealerplayer getsto performat leastone action
beforeMarineplayercanagainspendCPs.
5 RevealCP chit at Endphase.

8oITCB SUititARr
I Targetmustbe in fire arcandLOS.
2 PayAPs.
'6'.
desfoyedif eithertumsup
3 Roll two dice.Target.

Tllilil FtAitER suililARY


1 FlamerMarine flamesentire corridor or room section.
Onesquareof sectionmustbe in Marine'sfire arc,LOS,
andwithin 12 squaresof Marine.Marinecannottargeta
corridorsectionif thesquarecontainsa closeddoor.
2 FlamerMarine automaticallyhits section.PlaceFlamer
markerin square.
3 Closeddoors block effects of Flamer hits. Pieceson
othersideof doorsnot cffected.Opcnand closcddoors
themselvcs
arenot effected.
4 Marineplayerrolls a dice for eachaffcctedpiece.Roll
oncefor eachBlip, not for eachStcalerit represenfs.
On
a roll of'2' or higher,pieceis destroyed.
5 No piecescanenterflamingcorridor.Survivingpiecesin
flamingcoridors movefreely.
Remove
Flamermarkcrsin Endphase.
6

ctosE AssAuLTsuitilARY

I SfealersandMadnesonly cancloseassault;Blipscannot
close assault.To assault,target must be in assaulting
piece'sfront square,.r?ot
fronr diagonal,side,or rear
squares.
2 Attackcronly playsAPs;defenderdoesnot pay any APs
1 Applies only if Marine fires bolter repeatedlyat same
to defend.
kfget. To receivebonus, Marine cannotperform any
3 Attackerand defenderroll dice. Genestealers
roll three
Action other than Fire Bolter; if Marine is attackedin
dice and pick highest;Marine Sergeantsroll one dice
closeassaultcombat,anothcrMarineperformsactionor
andadd +1; MarinesandFlamerMarinesroll one dice.
turn ends.bonusis lost.
Highestdiceroll wins.
fire attacks,number
2 On secondandsubsequent
sustained
4 If athckerwins,defenderis removed.If tie, no effect.If
needed!o hit is reduced:
defenderwins, attackcris removed(unlessdefendcris
Number Needed to Hit
Sustained Fire
not facingattacker).
(Roll number
5 If defendcris not facing attacker,dcfcndercannothun
on either dice
attacker.If tie or defenderwins, dcfcndcrcan turn to
faceattackerat no AP cost.
Shot
5 or 6
Second
4, 5, or 6
Third Shot
Shots 3, 4, 5, or 6
FourthandSubscqucnt

SUSTAIITEDfIRC SUfiIiIARY

ACTlOtt POlt{TSAtLOWAttCE
Space Marines
4 APs per Activation Phase
Genestealers and Blips
6 APs per Activation Phase

Move Backwards&
Fire Bolter

"If the Stealermakestwo 9Ooturns in a row, he'sreally


making one 180o turn, and must pay 1 AP to do so.

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