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1st Rulebook Space Hulk
1st Rulebook Space Hulk
DESPERATEBATTLE
BETWEENiIAN AITOALIEIT!
COITTEITTS
ltrrnooucrtofl .. .l iloucilcr{T. 14
After Action Report (3); Background(4); Illegal Moves (14); Facing(14);lirrning (15).
The Rules(4).
H o l t tT o P L A Yr H l s o A l t c . . . . . . . . .
frtAstilcsHooTlt{G. 16
Targeting(16); Line of Sight (16); Fire Arcs
Th€ Map (5); The Playing Pieces(5); Tirrns (18); Firing with the Storm Bolter (18);
(6); That's the Gamel (7). Overwatch Fire (19);Jams (19);Move and
Fire Bolte$ (20); Firing with Flamers(20).
R C A O Yf O R P I A Y . . . . . . . . .
GETTIIIO
Components(8); Counters(8); The Map (8);
The Models (8). c l o s E A s s A u t T. . . . 22
rwho may Engagein Close Assault(22);
T U R TS C O U C f l G E . , , . . How to Conduct Close Assaults(22).
Marine Player'sTtrrn (9); StealerPlayer's
1|rn (9). 8L|PS.. .
Blip Movement (23); Examining Blips (23);
THC TIiICR. Blip Conversion(23)i Flamer Hits on Blips
How to Us€the Timer (9): Losiog (24);Runningout of Stealers(24);Blip
Commanders(9); First Time Players(9). Entri Areas(25).
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
/BeoinFile:
15.13.00 J Aliens rsported massing on edge of p€rim€tsr. Squads Stom boltsrs ar€ reasonablyetfsctive againstthe ali€ns,assumingthat
divened from purgeto reintorcepickets.Purgecontinuedat slowsrpace. the Marinecan hit histarget beforeit reacheshim - a dubiousproposition
Fsw additionalcasualties. albest, Marinesfindit uselulto syslematicallydestroyany possiblecover,
particularlvdoors, to incrsasethsir fir€'corridor.Overwatch fire tactics
15.15,OO J 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
7Al54l23l l1i desTtoyingtwoSquads,breakingthrough perifieter. Enemy
casualtiesunknown, pr€sumedheavy. Flafiers have provenquite usefulin the battle againstthe aliens,asthey
can wipe out a largenumberofthe enemybeforehe is within attack range
15.'l7.OO) Marineslaunchpincer attackfrom adjacentsectorstoseal However,we have only enough flamers to equip each Squad with one,
and the enemy are becoming adept at outflanking the sole llamer and
15.19.35 J Pincsr attack rspulssd. Ali€ns wid€n brsach, infiltrating hitting him trom the rear lf more llamers were available- approximately
sectors 78/55/21 and 74154122.Matines in sector 78/55/22 encircl€d. twice as many as we have now - I believethat the balancewould swing
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.
Entry Areas
THC iIAP 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 m€ans
that tlre Genestealerscan useth€m to bring reinforcements
into play.
Genestealers
When the Stealerplayer is ready to
att4ck,orwhen a Marines€esa Blip, the
Sequence of Play
Blip counteris turned overto show how Marine Player's Ttrrn
many stea.lersart there. At that point, the
counter is removed from the board, and set Tlmer Phase: The Marine playe! is under time
replaced with Genestealermodels. pressure.Becausedre Genestealers areso much fasterthan
Tkenty stealermodels areprovided with humans,the Marine sergeantsmust think and act fast, or
Space Hulk, so that's the maximum theirsquad is dead.To simulat€this, theMarine playerhas
number that the stealer player can have only three minutes to move his pieces. To make matters
in play at any one tim€. However, the evenworse, if a Marine Sergeantis everkilled, the Marine
Stealerplayer can reuse killed Stealer player has even /ess time to make his move!
models - and there will prottably be a lot In the SetTimer Phase,the Stealerplayer announcesthe
of dead Stealersby the end of the game! beginning of the Marine player'sturn. From then on, he
k€eps track of the passageof time on a stopwatch or
Genesteale6haveno long-rangeweaponry - in fact, they
don't useweapons at all. Thsy attack by ruflning up to their wristEatch; once three minutes have passed,the Marine
opponent and doing something nasty to him with their bar€ player's turn is over
claws. This is risky, considering the awesome firepower Commaod Phase: During this phase,the Marine player
of the Marines, bvt if thq can get close, the Stealersare ramdorr y d.aws a 6omlru1nd countei 'jJumb€rtdfrom one
exlremely lethal in close assaultcombat. 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 Genesr€alerplayer's turn.
Action Phase: Thjs is when the Marinesmove,fire, open
and close doors, and perform other actions. A t]utn
€n
repres€ntsa 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. Opetr of Close Door: The Marine may open o! close a
The Marine can't fire through other models and he can't door if he is facing towards it.
fire if the target is to the side or behind him. when a Marine
Close Assault: This is an act of desperationfor a Space
fires a bolter, the Marine player rolls two dice: ifeither of
Marine,sinceheis quite likely to come out much the worse
the dice turns up 6 or the Marinerolls double6s,the target - ie, dead - from the battle. In closeassaultcombat, each
is destroyed and removed from the map. If the Marine
side rolls one or more dice, and the highest individual dice-
repeatedly fires at the same target, he gets a sustained fire
roll wins. A SpaceMarineor Flam€rMarine lolls one dice,
bonus, and his chanceofhitting increases- on the second
a Marine Sergeantrolls one dice and adds one to the roll,
shot he needsto roll a 5 or 6 on either dice, and on the
and a cenestealer rclls tbree dice ^nd picks the highest !oll.
lhird and subsequent shotsh€ needs[o roll a 4. 5. ot 6.
The loser is destroyedand removedfrom play; a tie has
Move and Flfe Bolter: The Marine morr'esone squareand no effect.
fires a bolter at a taiget. He doesn't get a sustainedfire bo[us
The Marineplayer'sturn endswhen he hascompletedhis
if he is moving and firing.
moveJof time runs out.
Set Overwatch: When the Marineplayer ex?ectsa hord€
of Genestealersto come nmpaging down a,hallway ^t ^ Genestealer's Ttrfn
Marine, he may put the Marine into Ooenaatch ,node. This Blessedwith remarkably efficient nervous systems,
is indicat€d by placing an overwatch marker by the model. Genestealersthink and act much fasterthan Humans do.
In overwatch, the Marine fires at anything that moves in Therefore,in Space Hulk, the Genestealerplayer is not
the StealerAction Phase(provided he can seeit). He doesn't under time pressureto complete his moye. The timer is
get a sustainedfire bonus for Ovefwatch. Flame(Marines not used during the Genestealerplayer's turn.
cannot be put in Overwatch, only Marines with storm
bolters. Stealer Reltrforcement Phas€
= During this phase,the Genesteale!player takesa number
Overwatch is usually quit€ effective, even without the
sustainedfire bonus,but therearerisks.If the Mafineplaye! of Blip coufters, usually one, two, or three per turn, as
rolls doubles,the Marine'sbolterjamsandbecomesunable determined by the Mission.He looks at them to find out
to fire, leavingtheMarine quit€ helplessuntil he can clear how many Stealersthey r€present,and theo placesthem
the jam. face-downinStealerentryareas.Stealersin entry arcasdo
not haveto move onto the board immediately aftei entering
Cl€arJam: A Marine with a jammed bolt€r can clear the play; they may lurk in the entry areasfor as long as the
weapon and make it ready to fire once again.Jamsoccur Stealerplayer wishes. Steale$ in entry areascannot be
only when the Marine player rolls doubles during harmed in any wry by the space Marines.
ouerwatcb. They never occur during any other kind of
bolter fire. Stealer Actlol Phase
Flr€ Flamer: Flamer Marines fire their flameN at entire The Genestealerplayer moveshis Genestealers and Blips
board sections,not individual tar8ets.The Marin€ player in much the sameway asthe Marine player moves Marines.
rolls a dice for each piece in the section - Stealersand However, Genestealershave 6 APs, two more than the
Marines. The piece is destroyedon a rcll of 2-6. Marines.Also,some actionscost different amountsofAPs
for Geoestealersand Blips, and some actions are prohibited
In addition, flamer fire blocks passag€through corridors for Blips - most importantly, Blips cannot attack.
and rooms for the next Stealerplayer's turn. A Flamer
marker is placed in a burning corridor section to denote Since they have no weapons, Genestealersare quite
that it may not be entered; it is removed in the next l'ulnerable to the Marines' firepcMr'erDuring the gamq thsy
Endphase. often stayjust out of sight of the Marines, waiting until thsy
haveenough reinforcementsto attack in pave assaults.Even
w Flamer Marines carry limited arnrnunition; after six flamer
shots they're out of juice for the rest of the game.
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 mark€ls aod
overwatch counters are taken off the maD.
@
.GETTII{GRCAOYFOB PLAY
1. First decide who is going to play the Genestealers
and
who isgoiflgtoplay the SpaceMarines, thenpick aMission NTPORTAITT!
fiom the six provided in the Mlsslon and Background You need a wdstwatch or clockwith asecond handto Dlav
book. Space Hulkt (See p9 for details.)
Slott4 Bas€s
Thirty-two Slotta basesare provided in Spac€ Hulk,
twenty-four black, four red and four grey. Glue the
Genesteal€rsand 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.
When you arefinished,you will havetwenty Genestealers @
on black bases,and two complete SpaceMarin€ Squads.
A complete Squad contains: three SpaceMarines and a
Flamer counter. Door counter. FlamerMarinewith the samecoloured basesion€ Marine
Sergeanton a black base.
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 Phas€
^lhe
Stealer plzyet announcesthe beginning of the Maiine The stealer player takesany reinforcement Blips he is due
Player's tufir and starts the tim€r (see below). that turn and placesthem in Stealerentry areas(seep25).
i. Endphase
3. Madn€ Actions Phase During this phase, rous record-keeping tasks are taken
care oi The Steele(player rcmoves Flamer and Olzerw?tch
The Marine player gets to acti te and movq fire, close
couffers; the Marine player reveals the CorDmand Point
assault and/or put into Overwatch his Marines (see p10).
couffer drawn that turn; and the players check to see if
Once the Marine player has finished (or runs out of time ; either side haswon. If not, the SEalerplayer startsthe timer
seebelov.), it is the Stealerplayer's turn. and announcesthe b€ginning of a nsw Marine player tum.
G€nestealersare fast - much faster than humans. A turn of Space Hulk r€presents just a few seconds of real time;
fof the SpaceM2.tines,surviyal dep€ndsupon 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.
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 ord€r 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 ACTIO|{SPO||ITS ALtOllrAt{CE
activate the previous piece until your next turn.
Space Marines
ACTIOil POIIITS (APs) 4 APs per Activation Phase
Vtren activated, each piece receives a numlj€t of Action Genestealers and Bllps
Points (APs\,q/hich you spend ao have that piece movq 6 APs Der ActiYation Phase
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.
GAIITIITGCOIIIIAITD POIIUTS
At the start of the game, take the six Command Point Iftou spent tuo CPsto baue a Marine fire bisfiame4
counters and place them in an opaque containe! such as lou rooul.l turn tbe Comrnand Dice so tb.rt it
a cup. During the Command Pbase,p\ll one ofthese out sboued 2 and place it on top of the Comr/rand Point
of the cup to find out how many Command Points you get countex If, latet in tbe tum, lou spent anothet,
to spend during that turn and the following Genesrealer point, Jtou uould tben turn tbe .lice to 3.
player's turn.
After you haye drawn a Command counte! look at it and
place it face-down in front of you. Playing Tlp: Sincethemaximum number ofcPs you can
receiveis slx, if you spend six CPsduring )our turn, the
The CPs must be spent during your turn or the next Stealer player will knov/ that you don't have any left to
Genestederplayer's tum; you may not s,rvethem until youf spend during his turn. However,if you spend, say,two
following tum. Any CPsleft ovef after the Stealerplayer's dufing your turn, he can't be sure if tbat's becausethat's
tufn are lost. all you had to spend, or becauseyou'rc savingthe cPs to
Importatrtl Don't tell the Stealei player how many hit him later!
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.
Spc lhrlnr
dw
fhnrr lthrlnr 0rndrdrr
* *
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I ugisr *
Sllp 0oor Solt r Shot flrmrr Shot
Tbe Marine plater bas tu)o Command Points.
Exehpl€s of play, Ute the ore to the left, 2ppe.r rhroughout
Neitber oftbe tuo Marines shoun bas beenactiuated thtu boot.
!et. He uisbes toflame tbe tuo Stealersalound tbe Ia th€ text, pareothestzed lctters refer you to sp€c tc p|rts
cor'rret, but the Marine is in tbe ua! of bis Flamel ofrh€ dtagrams. For cxample, h ahe dtagr.m to thc left, the
Marine. He spends 1 CP to rnoue tbe Marine into lext says "H€ sperds one CP to move thc M.rtn€ tdro the
the si.le corridol (A), tben Actiuates tbe Flamer stde cortdor (A)." The '(A)' referc to rh€ A h a ctrcrc h rh€
dlag..m above the text.
Ma.rine, ubo ,nouesdown the corridor (2 APs) an.l
turns to face tbe Stealers(1 AP) (8, C, and D). Tbe Thc 'ghosdy' ngures ln thc dlagrams show where models
bcgh, or spaces thc modcb pa-ssthrough, durtog rhc acttoo
Flamer Marine bas only I AP remaining, and it dkpl.ycd tn th€ dtagf1m. Thc hcaekr nSurcs show whcr€
costs 2 APs to Jlire a lhzme4 so tbe Marine plaler ttr€ models erd up. For €xrEpl€, ln th€ top dlagrlD ro rhe
spends bis last CP and tbe AP to baue tbe Marine left, the Splce rl2rh€ st2rtcd lo thc space dtrcctry abovc
ttrc Flam€r Mafln€r he moved otre spac€ dl.gon [y up .rxd
fire bisJlamer, to.tstlng tbe Stealers(E). TbeMarine to trr€ rtght.
pl.4tenna! nou Actirate tbe Marine in tbe side
corridor; tbeMarine uill baue itsfull complement St..l8ht affows ladlc.rc th.t the model h.s moyed ro the
sp.ce thc .rrow polnts to, cure€d .rro''s rhrt th€ model
of 4 APs turncd 90' or tSOo h the ep.ce.
ilARtilEc0ilitAil0P0ilTt
Exzmples of Spending CPs Duriag Stezler's
ktlon Phese
qt
Illegal Moves INCORRECT
FACING
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.
Move Backwards
I square
Move Backwards
I square
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 fir€s jets of volatile chemicalswhich explode violently, filling the targetareawith
burning flames. Few creatures stand a chance against this awesome fifepower.
TARG€TII{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 Line of Stght
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 Marines don't have eyes(or camer:rmounts) in the back
of their heads. They can see only targets that are in front
of the squaresin that section. or to the sideof them. However,asthey areequippedwith
In gameterms, in order for a Marine to be able to seea t4rget, sophisticatedvision-enhancementequipment built into
he must haye a line o/s8 t (LOS) to the arget; in oider theh lbrminator armour, thsy can seeforunlimited distance
for him to be able to bring his weapon to bear, the target (provided there's nothing in the way).
must be within his ,?re arc
Blocklog Los
If there is a model, wall, corner, door, of burning square
(seebelow) between the Marine and his target, the LOS is
blocked.
!
:
:
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s
IE
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 rep€atedlyat 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 If a sationary Marine misseswith his first shot, the score
SpaceMarinescan fire only at targetsin front of them - required to destroy the targ€t goes down on the second
that is, that are in theh flre arcs. If a targetis ourside rhe and subsequentshots (provided he doesn't move). On each
Marine'sfire a!c, he must turn before he can fire at it. The round ofsusained fire, the scorerequiredto hit lhe target
following diagnm shows the Space Marines' fire arc. goes down by one:
Fi6t Shot: 6
LOS Second Shot: 5 or 6 on either dice
and Third Shot: 4, 5 or 6 on eithe! dice
FIRE Fourth or Morel 3, 4, 5 ot 6 on either dice
ARC
A Marine receives the sustained fire bonus only if he
continuously fires at the arget: ifhe moyes,movesand fires
LOS (seebelow), opensa doo! fights a round ofClose Assault
combat, switches targets, or does anything else, or if
only another Marine is activatedor the Action Phaseends. he
loses any susained fire bonus.
Remember that the Marine must pay I AP lot each shot.
Marinesdo get the sustainedfire bonusduring the Steale(
playe!'sActioo Phase,if the Marineplayer expendsCPsto
w
Playtrg Note for the cenestealer Player: \t/hen
attacking the SpaceMarines, you'll have to pay close have the Maline fire at a Stealermore than once asit moves
attention to the Marines' fire arcsand LOS.The best way within his fire arc. Note that any susained ffie bonus that
to atack a SpaceMarine is to hit him from the rear (the Marine buitt up during the previous Marine player's Action
dark shaded spacesin the diagram above),becausethe Phaseis lost; he startsagainfrom scratch(that is, he needs
Marin€ can't s€eyou there, and thus the Marin€ player can't to roll a 6 to hit the Stealeron the first shot. a 5 or 6 on
spend any CPs on the Marine under att4ck. 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 wh€n you make your move. misses. He expends a CP andfires again, tbis time
rolling a 4 and 5. As be receioes a sustained Jtire
Playlng Not€ for the Marloe Player: Keep your back bonus for firing on tbe same ta.rget for tuo shots
to the wall! Put !.ulnerable Malines into Overwatch (see in a row, tbis tirne tbe 5 rcll is good enougb to bit
below), and, if you can, sate a CP or two for the Genestealer and kill the Stealer
turn'iustin case'
(D;"*'''
itAf,lilltHooTlilo
Overwatch Fire Ove applng Ovcrwatcl
In Overwatch mod€, the Matine is firing off tapid buEts If two or more Marines have Overwatch on the sam€
at anything that moves. Heisn't taking dre time to carefully space(s),they all fire at any stealer who takes an action in
aim his weapon; he's just shooting as quickly as he can. the space.Note that sven if the first shot you roll kills the
target,you still must roll for th€other Marines,asin reality
A Marine armed with a storm bolter may 80 irro Overwatch they would fire simultaneously- and there'salaays a chance
mode at a cost of2 APs.Placean Overwatchcounter next a Marine'sbolter will jam...
to his model.
JamE
How OYerwatch Works A Marine in Overwatch is firing o.tremely quickly. Actually,
At no AP cost, the Marineautomatica.llyfires at any action he's firing faster than his bolter is designed for and there's
in his fire arc (assuming he has an LOS to the target, of a chance his weapon will jam. If a Marine in oyerwatch
course) within 12squares.Overwatch fire takesplace only rolls doubleswhen firing at a target,his bolter is iammed.
during the Steal€rplayer'sturn. 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
roll a 6 on either of his two dice to hit the target. Effects of Jams
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
CPs).The Marine may then fire as normal.
?
'?t t:
,br'
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.
Range
Flamershav€a 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..
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
freery; if tbe dooror ln tbe corrldor ls opened' tbe
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.
?.3 ft,
CLOSEASSAUTT
Closeassaultis hand-to-handcombat betweenStealerand Marine.Sincethe Stealershave no weapons,this is the only
way that th€y 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.
E
E
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-conv€fted 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$ion, the Marlne playet
converts the Blip to steal€rs, not the stealer player
If a Marine gainsan LOSto a BIip during the Stealelp klw's
turn (if for instance, he uses CPs to blow away a model
which was blocking LOS),this is involuntary conversion
and the Marine convertsthe Blip. If the Blip has not yet
been activated that Phasg then all of the newly-placed
Stealermodelsc4l, be activatedasnormal. If the BLiphas
alr€ady been activated, than the Stealerscannot be
activated.
Rememberthat a Blip cannot move into a Marine'sLOS;
however, the st€aler player can move a stealer which was
blocking a Marine'sLOS,allowing the Marine to gain LOS
to the Blip. This would be involuntary conveEion and the
Marine player would place the Steal ers
@
SuPt
How to Corrveft Example of Bnp Cotwf'r'lon
T|rn the Blip counter over to reved the number of stealers
it represents.R€move the counter from play and place the
appropriate number of Steal€rs on the map. Place the
Stealersso that on€ Stealeroccupies the square v/here the u'r$i$\
Blip stood, and any r€maining Stealersare placed in empty
squafes adjacent to that model.
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,)
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 ar€as.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 n€xt to the coridor leading
off of the map. If there's ever any question asto which entry
aieathe Blips occupy, because,for instaflce,tb€y 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. The tbree Bllps uere brought into pla! tbis tunt;
since tbe FlamefMarine is six spaces du.q,, from
Lurklng tbesquare laading to tbe enry afea, tbe Blips cannot
Blips or stealers in entry arcascannot be attacked by the mooe onto tbe map thls tum.
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).
Movlng Off-Board
Once entercd onto the map, Stea.lersor Blips may not move
off board.
suPt
Example of Stealcrs ln Entry Areas
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.
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
1 TimerPhase must be in Overwatch mode to Overwatch fire.
2 CommandPointsPhase 2 Marine Overwatch fires during Stealer player's Action
Phase.Fires against any target who performs an Action
3 MarineActionPhase
in Marine's LOS, fire arc, and within 12 squares.Fire
STEALERPLAYER'S TURN takes place af er action.
I ReinforcementPhase '6',
3 Marine player rolls two dice. If eitier dice tums up
2 SrealerActionPhase target is destroyed. If Marine player rolls doubles,
3 Endphase Marine's Bolter jams. (.T1rmover Overwatch marker.)
,l Remove Overwatch markersin Endohase.
Move Backwards&
Fire Bolter