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Orkz Rules

Spawn and move just like


Genestealers
If there are 2 Orkz with the SAME
extra symbol on them in a single
swarm, theres a special effect:
Big Shoota -- Orks w/ this attack
with their swarm and then
AGAIN at next adjacent position
Choppa -- swarm attacks TWICE
Burna --

DOK

- 1 to Defender

Mad Dok -- 3s dont count as


hits on this swarm
CHAARGH! --swarm moves
DOUBLE when it moves

CHAARGH

Warbosses Rules
Spawn in place of Brood Lords
NEVER shuffled into blip piles
May NOT be slain if another ork
is still in his swarm.
When a swarm containing a
Warboss attacks, subtract 1 from
its die roll. (like a Brood Lord)
During each Event Phase spawn
ONE extra ork into the
Warbosses swarm from the Ork
Deck (i.e. the Genestealer
Deck, NOT the blip piles)

Warp Demon Rules


Spawn only by a Location card
NEVER shuffled into blip piles
Has 8 hit points, every time the
demon is successfully attacked
put ONE Damage Token on the
Demon. (no matter what kind of
attack it was). When there are 8
Damage Tokens on it, it is slain.
The Demon attacks EACH Marine
it is adjacent too, and counts as a
Genestealer in each swarm that
it shares a space with.
Whenever an adjacent move
comes up on an Event card, roll a
die and move the Demon by that
many positions. The Demon will
only switch sides if part of it
would move off the end of the
formation.

Equipment Rules
Brood Lord Rules
Spawn only due to Location cards
NEVER shuffled into blip piles

Have two movement icons, and


their swarm moves when EITHER
comes up
When a swarm containing a
Brood Lord attacks, subtract 1
from its die roll.
May NOT be slain if another
Genestealer is still in his swarm.
In other words, the Brood Lord
must be the last Genestealer
slain in a swarm.

Found in Crates Terrain cards


Usable by the Marine who picks it up
or may be immediately passed to an
adjacent Marine when found.
The equipment card slides partially
UNDER the Marine carrying it. Its
matching Action Card goes to the player
of that Marine.
Only the Marine carrying the piece of
Equipment may use it.
Equipment Action cards can only be
played WITH the normal Action card
that matches its action type (i.e., you
cant play a piece of equipment with an
Attack on it, with an Action card for
Support or Move and Activate.
OPTIONALLY, may allow it to be
passed INSTEAD of an Activate apart
of Move/Activate to an adjacent
Marine.

Setting Cards Rules


After setting up for the game,
but before the first turn at the
Void Lock, draw ONE setting
card.
This setting card stays in play
(above or next to the Location
Deck), and has a continual
effect for this whole game.
This simulates different
general conditions on the
Space Hulk your Marines are
currently exploring.

RUBBLE

3
When attacking any
swarm at this position
and side of the
formation, any 1s
rolled do not count as
hits, and miss the
swarm here.

GAPING LOADING DOCK


Each Event Phase:
When resolving the spawns, the Rubble
Terrain card is also considered to be red,.

CRATE
Activate:
Discard this Terrain card
and the Space Marine
who activated it may
draw a card from the
Equipment Deck. They
may choose to
immediately give it to
an adjacent Marine.

2
RUINED HALLWAY
Upon Entering:
The active Marine chooses one swarm on
the left to move to that Rubble Terrain, and
one swarm on the right to move to that
Rubble Terrain.

CRATE
Activate:
Discard this Terrain card
and the Space Marine
who activated it may
draw a card from the
Equipment Deck. They
may choose to
immediately give it to
an adjacent Marine.

2
CARGO HOLD
Upon Entering:
Spawn two Genestealers at the
Ventilation Duct and one Genestealer at
the Dark Corner.

1A

MEKBOYZ LAB

WARPED RITUAL AREA

Activate Control Panel: Roll a die. On a

Upon Entering:
Roll a die. On an even result, spawn the
Warp Demon on the two left Terrains; on an
odd result, spawn him on the right ones.
The Marines win when the Demon is slain.

slay any 1 Ork in the formation.


While here: Orks special abilities occur even
when only one ork with that symbol in a
swarm.

For Use with Orkz

Purple Terrains
For Use with Orkz:

1A

ORK WARREN

DEMONIC VISITATION

Each Event Phase


Before drawing the Event card,
spawn 1 Ork into each existing swarm.

Upon Entering: Spawn a Warp Demon on


the Terrains on the right side of the formation.
Each Event Phase: Only spawn 1
Genestealer for each spawn on an Event card.

For Use with Orkz

ORK TRAINING HALL

WARBOSSS DEN

Whenever an attack kills 1 or more Orks:


Roll a die. On a 0, put one of those orks
into the smallest blip pile instead.

Move each swarm to the closest Terrain card.


Then spawn 1 Warboss to each red Terrain. If both
Warbosses are slain, Space Marines win.
Each Event Phase: Add 1 Ork to each blip pile.

For Use with Orkz

Upon Entering:

For Use with Orkz

These are suggested to be


shuffled into the possible
Locations for the Locatons Deck
when choosing Orks as the
enemy instead of Genestealers.
They optionally can be solely
used against the Orkz or used
with Genestalers.

Whenever you travel to a


new Location, roll the die.
If its even, add a Crate
Terrain card that many
positions down the left
side. If its odd, add the
Crate Terrain that many
positions up the right side
of the formation.

SETTING

FREIGHTER

Whenever you travel to a


new Location, roll the die.
If its even,
add these
# Terrains: #
-----------If its odd,
add these
# Terrains: #

SETTING

DERELICT

All Defense rolls are


made with +1 to the
roll. All 1s rolled
when attacking a
swarm are considered
a miss.

SETTING

ACRID VAPOR

Whenever you travel,


roll a die. On a
slay
a Genestealer of your
choice.
Otherwise, slay a
Marine of your
choice.

SETTING

ARCHING

Add 1 to the Major


Spawn number

Whenever you travel,


roll a die. If its even,
add two Genestealers
to the left blip pile,
but if its odd add two
to the right blip pile.

SETTING

INFESTED

Draw two of each type of


Location on the Void Lock.
Leave the # 4 Location card
aside. Shuffle the rest
together and use this as
the Location Deck. Once
you have traveled past one
of each Location number
on the Void Lock, then
travel to # 4.

SETTING

MAZE

Whenever Genestealers
move, they move two
positions in the
appropriate direction,
instead of just one.

SETTING

RUNNERS

Each Event Phase, roll


a die. The Marine
that many positions
down from the top of
the formation must
change facing.
On a 0, no one does.

SETTING

DESTABLIZED

After the Genestealer


Attack Phase, roll a
die for each Marine
engaged with 2 or
more Genestealers.
On a 0, slay that
Marine.

SETTING TOXIC
GENESTEALERS

Once you reach the # 4


Location, roll a die. On a ,
you may discard the C.A.T.
Token, flip it over and gain
the benefit (if any). If the
C.A.T. token is able to be
discarded this way, you no
longer can lose the game
from it.

At the beginning of the


game, place a C.A.T. Token
on a Marine of your choice.
Anytime that Marine does a
Move and Activate Action
he may give the token to an
adjacent Marine. If the
Marine with the C.A.T.
Token is slain, you lose the
game.

SETTING

C.A.T. ESCORT

4
TASKING CHAMBER
Upon Entering: Place 3 C.A.T. Tokens on every
other position on each side of the formation.
Acitvate: a C.A.T. Token, you may flip it over.
If this card has 2 Support Tokens on
it, the Space Marines win.

Place a
.
On
Location or
Marine

Kill a
Genesteale
r in any
position.

Place a
.
On
Location or
Marine

Kill a
Genesteale
r in any
position.

Place a
.
On
Location or
Marine

C.A.T. Tokens
Cyber Assisted Task Unit

Instead of attacking,
discard this card, and kill
up to 4 Genestealers in a
swarm within a Range 1,
ignoring facing.

GRENADES

EQUIPMENT

Instead of Activating
after a Move, this Marine
may discard this card,
and place two Support
Tokens on himself or a
Marine adjacent to him.
APOTHECARY
SUPPLIES

EQUIPMENT

This Marine may either


choose to Activate a
Terrain twice or Activate
a Terrain a second time,
after another Marine has
that turn already.

COGITATOR

EQUIPMENT

When this Marine


attacks, he may make an
extra attack at Range 0
(i.e., at the swarm
engaged with him)

CHAIN SWORD

GRENADES

EQUIPMENT

This Marine may spend


Support Tokens on
defense rolls even when
attacked from behind.

Instead of attacking, discard


this card and its Equipment
card, and kill up to 4
Genestealers in a swarm
within a Range 1,
ignoring facing.

GRENADES

SERVO-SKULL

EQUIPMENT

Every time this Marine hits


a Genestealer in a swarm,
slay an additional
Genestealer in that swarm.

HELLFIRE ROUNDS

EQUIPMENT

Instead of attacking, discard


this card and its Equipment
card, and kill up to 4
Genestealers in a swarm
within a Range 1,
ignoring facing.

Instead of attacking,
discard this card, and kill
up to 4 Genestealers in a
swarm within Range 1,
ignoring facing.

GRENADES

EQUIPMENT

Instead of Activating
after a Move, this Marine
may discard this card,
and place two Support
Tokens on himself or a
Marine adjacent to him.
APOTHECARY
SUPPLIES

EQUIPMENT

While defending,
regardless of facing,
you add +1 to the die
result from a
Genestealer attack.
PERSONAL
VOID SHIELD

EQUIPMENT

Put two Support Tokens on this


card when found.
For an attack action, this Marine
may remove a Support Token
from this card to attack at Range
3 and slay 2 Genestealers in the
target swarm if he hits.

LAUNCHER

EQUIPMENT

One of the strongest metals


known in the Imperium, this crate
contains a staggeringly heavy
amount of adamantine plates.
They are too large to use even for
improvised shields, discard this
card. Nothing useful here.
ADAMANTINE
PLATES

Instead of Activating after a


Move, this Marine may discard
this card and the Equipment
card, and place two Support
Tokens on himself or a Marine
adjacent to him.

APOTHECARY SUPPLIES

EQUIPMENT

You awake the heavily damaged


remnants of a Man of Iron, the
creation of and bane of the Dark Age
of Technology.
It awakes enough to lash out.
Roll a die. On a 0 slay the Marine
that activated the crate.
Then discard this card.

HEAVILY DAMAGED
MAN OF IRON

APOTHECARY SUPPLIES

EQUIPMENT

Instead of Activating after a


Move, this Marine may discard
this card and the Equipment
card, and place two Support
Tokens on himself or a Marine
adjacent to him.

CHAIN SWORD

LAUNCHER

SERVO-SKULL

ALWAYS IN EFFECT
When this Marine
attacks, he may make an
extra attack at Range 0
(i.e., at the swarm
engaged with him)

For his attack action, this


Marine may remove a Support
Token from the Launcher card
to attack at Range 3 and slay 2
Genestealers in the target
swarm if he hits.

HELLFIRE ROUNDS

COGITATOR

This Marine may spend


Support Tokens on
defense rolls even when
attacked from behind.

PERSONAL VOID SHIELD

ALWAYS IN EFFECT
Every time this Marine
hits a Genestealer in a
swarm, slay an
additional Genestealer
in that swarm.

This Marine may either


choose to Activate a Terrain
twice or Activate a Terrain a
second time, after another
Marine has that turn already.

While this Marine is


defending, regardless of
facing, you add +1 to the
die result from a
Genestealer attack.

16D SWINGS OF THE HALBERD

After resolving Captain


Augustuss attack,
slay 1 Genestealer
engaged with him.

8D

FAMALIAR

Your marines may activate


Terrain cards within Range
and facing of them, not
just those directly in front
of them.

3D COURAGE AGAINST TAINT

Any marine who spends a


Support Token on defense
this round and successfully
defends, regains that
Support Token.

Captain
Augustus

Brother
Pontius

Range 2 Attack

Range 2 Attack

17D PSYCANNON BLAST

Sergeant Faustuss
attacks slay three
Genestealers in the target
swarm if he hits.
He also hits demons on
rolls of 0.

6D

WARP TELEPORT

Either of your Marines


may spend a Support
Token to move ANY
Marine to any position in
the formation.

2D

AEGIS SHROUDING

Each time your Marines roll


a 0 while defending, the
attack misses.
If it is a demon attacking, it
misses on a 0 or a 1.

Sergeant
Faustus

Brother
Mepho

Range 2 Attack

Range 2 Attack

Sergeant
Faustus

Sergeant
Faustus

Brother
Mepho

AFTER, Augustus
slays 1 GS
engaged w/ him

Serg. Faustus slays


3 Genestealers in a
swarm when he hits

Brother
Mepho

Brother
Pontius

Brother
Pontius

Captain
Augustus

Captain
Augustus

May activate within


Range and facing

ANY who successfully


spends
on DEF,
keeps it

mov ANY marine


to ANY position (1x)

Your Marines missed


when 0 on DEF

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