SPACE HULK RULEBOOK PDF

A Blood Angels Battle Barge approaches the Space Hulk Sin of Damnation A Space Hulk is the term given by the Imperium of Man to the wreckage of a starship or a mangled twist of various starships and artificial debris found drifting through the vacuum of the Milky Way Galaxy without apparent direction. Many times they are so huge that they have their own atmosphere and gravity. Since the Hulks often exit and re-enter the Warp seemingly at random, searching or traveling within them is dangerous in the extreme. Space Hulks have many times been used as a means of transport by certain unsophisticated factions.

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The action takes place on an ancient interstellar vessel known as a space hulk. Only one side will survive this deadly conflict and emerge victorious. In Space Hulk, one player commands a force of superhuman space Marine Terminators, while the other controls a force of the alien Genestealers. These two sides battle against each other within the labyrinthine corridors and rooms of a gigantic derelict starship. Each side has its own goals and objectives, and is determined to achieve these while crushing the opposition.

Al of the Space Marines in the Space Hulk game wear thick Terminator armour and are equipped with awesome firepower.

Only Space Marines are brave and determined enough to enter the horror-infested space hulk and face the dreaded Genestealer menace that lurks within. Opposing the Space Marines are the insidious, repulsive and horrific Genestealers. These alien creatures come from deepest space with one purpose: to destroy. They are savage, silimbed beasts with fangs and claws that can tip through the thickest armour with ease. Incredibly strong and lightning fast, supremely adapted for killing, Genestealers are virtually unstoppable.

Everything you need to play the game isin this box. The game is easy to learn but hard to master, and makes for fast and furious action as you play through the many different missions that are available, Each mission is different from the rest and each presents its own unique challenge. Each mission is based on a deadly battle that took place between the Space Marines and the Genestealers. The Mission Book explains what each side must do to models will be deployed, and if any special rules apply to the mi The game progresses with each player taking turns to move and fight with the forces under their control.

The Space Marine player has alimited amount of time to complete his turn and must make his moves as quickly as possible to avoid running out of time. The lightning fast reactions of the Genestealers mean that the Genestealer player may take as long to complete his turn as he wants. The blip counters appear first on the areas of the board indicated as being Genestealer entry areas.

These areas are the only places where the Genestealer player can bring blips on to the board, Blips can lurk of the board waiting for the right moment to strike, or move onto the board straight away so they can quickly launch an attack.

A biip is only revealed when a Terminator can see it, at which point the counter is replaced with the appropriate number of Genestealer models The Space Marines play a tactical game of moving and shooting, trying to avoid close combat where possible — even their mighty Terminator suits are no match for the razor-sharp claws and fangs of a Genestealer. Meanwhile the Genestealer player will be using his superior numbers and speed to reach the Space Marines and tear them apart with fang and claw.

The game finishes when one side or the other achieves their mission objective. Space Hulk plays very quickly, So you may then want to swap sides to see if you can do better than your opponent when the tables are turned. Select a model you want to assemble and carefully remove all of the components from the frame. The models will better survive the wear and tear of battle if you glue them together using plastic glue, and they will look considerably more attractive if you paint them using acrylic paints from the Citadel range.

The facing of a model is determined by the head of the on the board to show their location. Its facing in this direction. Before starting, the players must choose a mission from those included in the separate Mission Book. Each mission shows how to set up the game board and which models will be used, and has a set of victory conditions that each side is trying to achieve in order to win the game Space Hulk includes a number of cardboard doors. These are designed to be placed in the special stands included with the game, so that they can stand up.

The location of any doors needed for a mission will be shown on the mmission map. Each square can hold ee eed pase one Genestealer or Space Marine model or blip counter. THE TIMER To represent the tense environment and split-second decision-making of combat aboard a space hulk, the Space Marine player has only a limited amount of time to perform his turn. The amount of time is determined by the sancflled timer included with the game. Power Field Generator Damaged 5.

Force Barrier Counter Ladder Down. Ladder Up 9. Flamer Marker. Each face-down blip could be 1, 2 or 3 Genestealers. The Space Marine player may not look at the value of blips, allowing the Genestealer player to gather and move his forces with a degree of secrecy until the exact dispositions of the Genestealers are revealed during the course of the game.

For example, itis important to keep track of the number of command points the Space Marines use, and you will need to keep track of the ammunition used by an assault cannon or the psi points used by the Space Marine Librarian, and, in some missions, how many turns have elapsed. The mission status display has tracks and counters that are used to record all ths information during the game. Each turn is further broken down When itis your turn you may move and fight with all of the models under your command.

The turn sequence below summarises what each player does in his turn, and the order that these activities are carried out in [At the start of their turn each player gains extra help - the Space Marine player gains command points, which allow his Space Marines to carry out extra actions during the turn, while the Genestealer player can bring extra blips and models into play.

The next thing the players do is to move and fight with their models. The Genestealer player may take as long as he likes over his turn, but the Space Marine player only has a limited time in which to complete his tur, representing the difficulty of fighting against creatures with the lightning- fast reactions of the Genestealers. BY Ne aU a elt Poe es ito a number of phases. After the players have completed their turns there is a Mission Status phase which is used to tidy up the board and remove any counters or markers that are no longer needed, and to check if either player has won the game.

Command Points Overview The Space Marine player has command points, which allow Space Marines to carry out additional actions such as moving extra squares or taking an extra shots at 2 Genestealer. Space Marine Sergeants Space Marine Sergeants are veterans of a hundred battles, trained to issue commands that wil be followed without question.

To represent ths, as long as there is at least one Space Marine Sergeant on the board, the Space Marine player may choose to return the command counter he has drawn to the container, shake the counters up, and draw 2 replacement counter. He must use the replacement Counter, even if ithas a lower value than the counter that vas fist drawn Using Command Points Command points can be used by the Space Marine player in both the Space Marine turn and the Genestealer turn in order to allow Space Marine models to carry out extra actions.

How this works is summarised onthe lft, and explained in detain the relevant rules section. The mission Status dploy shows that tre Space Marines have used feurcommand points so far this tun. They have two -hots lef inthe assault cannon before it must reload, and the ibvarian has si remaining psi points to move the marker along the track whenever the Space Marine player spends command points.

The command points counter is revealed in the Mission status phase at the end of the turn, although the Space Marine player can check it freely to see how many points he has left. The Timer The Space Marine player only has a limited amount of time to complete his Action phase, which is kept track of with the timer included in the gare. Complete any action that the Space Marine player was in the process of carrying out, and then start the Genestealer turn.

The actions and their AP costs are collected together on the summary chart below and explained in detail later on in this rules section. Possible actions include moving, opening and closing doors, shooting and attacking the enemy in close assault, Iti the Space Marine Action phase. The Space Marine layer activate 2 Space Marine model that is near 3 doorwey.

The Spice Marine moves forvard te squares 2 action points, opens the doar t action point and then shoots atthe Genestealer In his Action phase the player activates the models and faction point, The player may then activate another model, anal blips under his command one at a time.

Actions are performed one at a time, and each action must be completed before moving on to the next one. Once all models and blips have performed their actions the players tutn is over.

In response the Space Marine player dectares he wil spend. The shooting attack happens before the Genestealer takes ifs ner action orany overwatch shots are taken Commend points can only be spent in the Genestealer tur if Space Marine model has line of sight to a Genestealer that has just completed an action line of sight is explained under Shoot Actions on the next page.

Move actions allow the model or blip to move one square, and turn actions allow them to change their facing. The number of APS it costs to carry out the action varies depending on how dificult itis to carry out, as described below.

Move: It costs 1 AP to move one space forwards, or diagonally forwards, and 2 APs to move backwards one space or diagonally backwards one space.

Blips are an exception to these rules, and can move in any direction for 1 AP see the rules for blips later on. Space Marines may niot move sideways - they must turn to face before moving into the square.

The tum is made before or after the move. All other turns are taken as a separate action. Not thatthe Space Marine cannot move sideways Exiting the Map In some missions models can ext the board at ext points shown on the mission map. It may not subsequently return Doors Doors block lines of sight and movement when closed, but when open have no effect on the game.

Doors start the game closed. Itcosts 1 AP to open or clase a door. Genestealers have no ranged weaponry at all and must rely on close assault to kill their enemies. Line of Sight In order 10 be able to shoot at something, the Space Marine must be able to see it. A model can see an unlimited distance as long as there is nothing in the way. The line of sight is blocked if any part of the line passes through a wall orbuming square, or through 3 square that is occupied by a Space Marine, Genesteaet, blip, door, power field generator, or force barter.

The Space Marine onthe right an see both Genestalers. For example, a Space Marine firing a storm bolter rolls two dice and will destroy the target if either dice rolls a6. Space Marines can carry a variety of ranged weapons, including storm bolters, assault cannons and heavy flamers.

The rules for these weapons and the rolls they require to destroy the target can be found in the Space Marine Wargear section of the rulebook pages , After any casualties have been removed, the shoot action is complete.

He can, but does not have to, take one shoot action each time a Genestealer completes an action within his line of sight and within a range of 12 squares. A Overlapping Overwatch Itcan happen that a Genestealer performs an action inthe fre arc of more than one Space Marine on overwath, i this happens, any numberof the Space Marines can shoot at the Genestalr, Declare how many wil shoot before Carrying out any of the resulting shoot cio, he Genesteaer moves fomard one square, tun fo the left as part ofthe same ation.

This tigger overwateh fie from both of the Spaco Marines, who can now shoot. They do this by taking a close assault action. Taking a Close Assault Action A model can take a close assault action to attack an enemy in the square directly infront of them. It costs 1 AP to take close assault action once the model is in postion.

Resolving Close Assaults Ina close assault both players roll a number of dice, and then compare their scores. Genestealers roll three dice in a close assault, and Space Marines rol just one, Compare the single highest dice rll for each side: whoever has rolled highor has won the close assault f the scores are tied then neither side has won, and no damage is dane to either participant. If the defender wins and is facing the attacker then the attacker i killed and removed.

The Gonestealer player rol thre dice for the Genesteler and uses the single cice withthe highest rll. He rol 2, 4 and 5,50 is scores 5 The Space Marine rll asinale dice and rollsa 4.

A HISTORY OF MEDIEVAL ISLAM J.J.SAUNDERS PDF

Space Hulk

Fortunately, my friend feels the same way. What have we changed? As if we have any experience fighting aliens in deep space. We started out using the basic rules with no modifications. We decided to start making small adjustments here and there to the rules to capture the in-game effect and feeling we wanted. Adding something here, removing something there Sometimes we looked to other games for inspiration and solutions, sometimes we just went with our intuition.

FRESENIUS 2008K MANUAL PDF

SpaceHulk 4th edition Rulebook

Background[ edit ] In Warhammer 40, , the term "space hulk" is used to refer to any massive derelict space ship. Due to the shifting, immaterial nature of the Warp, an otherworldly realm through which space ships may travel between the stars far quicker than they would be able to through real space, some space hulks are jumbled and twisted agglomerations of multiple vessels lost to the Warp throughout centuries or millennia. Space hulks may house more than just Genestealers; other threats aboard can include human followers of the dark gods of Chaos, nightmarish Warp Daemons, and Orks who use space hulks as their "standard" method of interstellar travel. Genestealers were described in an entry of the "Aliens and monsters" section of the first edition of Warhammer 40, the "WH40K - Rogue Trader" manual , but they were very different from their Space Hulk incarnation, which was more influenced by the xenomorphs depicted in the Alien franchise. Since the s, subsequent games like Warhammer 40, and Epic have absorbed them as part of the overall Tyranid army where they serve as the shock troops , although their origins are not related to any other Tyranid broods. A force composed purely of Genestealers can still be fielded as a sub-type of the Tyranid army, in what is known as a Genestealer Cult. The Cult is described in the in-game background as an infiltration force that weakens a target planet, by infecting the local population and causing civil unrest, in advance of the arrival of the main Tyranid hive fleet.

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