Professional Documents
Culture Documents
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45 181
Terminator Information
Objectives:
The central square of the topmost room
must be flamed.
Force:
The Emperor has dictated your squads
weaponry.
One squad is available for your command;
One sergeant with powerfist and storm
bolter, three marine with powerfirsts and
storm bolters, and one marine with heavy
flamer and Powerfist.
Ante Chamber - Mission Background: The original insertion point used by Litho-
nius all those centuries ago was indentified using data retrieved from the artefact recovered
from MaCaellia. Initial scans showed that the areas around this point was filled with xenos,
poised as if awaiting the Deathwing to arrive. The decision was taken to use this not as an inser-
tion point, but as an opportunity to trap a vast number of the foe in one location.
Flammable Materials
The corridor sections marked by the orange box are full
of flammable materials. If flamed, these sections will
continue to burn until the end of the game.
The Perimeter - Mission Background: Before the warriors of the Deathwing
could advance into the Sin of Damnation, a perimeter needed to be established, within which
their forces could be mustered. An insertion point was chosen less than a kilometre away from
that used by Lithonius. From there, it would not be difficult to pick up his trail.
Terminator
Information
Objectives:
You must secure the four
squares marked with an
X. If you secure all four
locations, you have won.
If you can only secure
three, it is a draw. Any
other result is a loss.
Force:
The Emperor has dictated
your squads weaponry.
One squad is available
for your command; one
sergeant armed with
storm bolter and power
sword and four marines
armed with storm bolter
and power fists.
Note: In the PC game, the sergeant did not have a power sword.
If you wish to play the mission as it was originally intended, replace
the sergeants power sword with a power fist.
182
Terminator Information
Objectives:
Each room marked with a red box must be
flamed. At least one surviving terminator must
then exit by entering the room marked in blue
and closing the door. This door cannot be de-
stroyed.
Force:
Let the tech-priests bestow you with weapons
of destruction.
You have one squad; a sergeant and four
marines. You may arm them as you choose.
Funeral Pyre - Mission Background: It was time to take the attack to the genestealers.
The route back to the path Lithonius must have taken passed through what was identified as a clutch of
hibernation nests. If these could be destroyed, the genestealer activity in this sector of the hulk would be
brought almost to a end. A nearby sub-reactor has been leaking flammable gasses into this part of the
hulk. Any flamed areas would burn indefinitely. If used correctly, this could ensure the nests would be
utterly destroyed, burning for the rest of time. If used unwisely, the flames could trap the marines forever.
A nearby sub-reactor has been leaking flammable
gasses... Any flamed areas will continue to burn,
essentially forever. Leave any flamer markers in place
on the board.
The gasses that give this effect are not as potent as
the promethium of the heavy flamer. After a usual
flamer shot would have worn off, models may try to
pass though the flames. They are attacked as if they
had been hit by the flamer, but 1 from each dice
rolled.
Testament to Honor - Mission Background: As the warriors of the Deathwing
moved deeper and deeper into the Sin of Damnation, their sensors were increasingly unable to
penetrate the thick hull and masses of twisted metal that made up the accursed hulk. A C.A.T
unit was sent ahead to map out the route, but it failed to return. A Squad was dispatched to
retrieve it, and to push onwards along the path of Lithonius.
Terminator Information
The hivemind has blinded our sensors...
This mission begins unmapped. Use the rules
detailed on pg 10.
Objectives:
You must recover the C.A.T unit from the hulk. A
terminator carrying the C.A.T must then exit by
entering the corridor marked in blue and clos-
ing the door. This door cannot be destroyed.
Force:
Let the tech-priests bestow you with weapons of
destruction.
You have one squad; a sergeant and four
marines. You may arm them as you choose. At
least one marine must have a Powerfist.
The C.A.T:
Because the you cannot see the board to control the C.A.T,
if you win the roll to see who control it, the genestealer
player moves the C.A.T the maximum distance it can
directly towards the nearest terminator model.
183
Descent - Mission Background: The warriors of the Deathwing were entering the very core of the
Sin of Damnation, getting closer to the source of the xenos spawn that infested this hulk, and perhaps to discovering the
true fate of their lost brethren. This ancient part of the hulk was twisted and ruined - many of the old bulkheads were now
jammed in place. Only the firepower of an assault cannon, or the adamantium teeth of a chainfist could hope to cut a
way through the tange of metal that had once been the corridors of a proud ship. Steeling their souls, the terminators
Terminator Information
Objectives:
At least one terminator must
exit via the exit points marked
in blue by closing the door
behind them. This door can-
not be destroyed.
Force:
The Emperor has dictated
your squads weaponry.
One squad will be sufficient.
You have one sergeant
armed with storm bolter and
Powerfist, one marine armed
with storm bolter and chain-
fist, two marines armed with
lightening claws and one
marine armed with assault
cannon and Powerfist.
Note: In the PC game, the assault cannon marine had the
chain-fist, not the storm bolter marine! They had a Powerfist in-
stead.
Terminator Information
Objectives:
Each room marked with a red box must be
flamed. At least one surviving terminator
must then exit by entering the room marked
in blue and closing the door. This door can-
not be destroyed.
Force:
Let the tech-priests bestow you with weap-
ons of destruction.
You have command of two squads, each
with a sergeant and four marines. You may
arm them as you choose.
Web of Flames - Mission Background: A squad of terminators sweeping the
area behind the advance squads made an alarming discovery. A nest of hibernating
genestealers had been completely bypassed, and were now on the wrong side of the
advancing perimeter! If these nests could not be purged, the Dark Angels would find them
selves attacked from in front and behind.
184
Terminator Information
Objectives:
You must destroy the Genestealer Magus, and at least
one terminator must escape by entering the corridor
marked in blue and closing the door.
Force:
The Emperor has dictated your squads weaponry.
Two squads will be sufficient; each has a sergeant with
Powerfist and storm bolter, three marines with Powerfists
and storm bolters, and one marine with heavy flamer
and Powerfist.
To the Emperor - Mission Background: Even as the warriors of the Deathwing
closed in upon the inner sanctums of the xenos, doubt was spreading amongst their numbers. Despite
many heroic deeds and untold numbers of enemy dead, the mission had so far yielded little in the way of
definitive reward. However, a chance discovery offered the opportunity to silence these doubts - a
genestealer magus, a psychic hybrid of human and alien, was found still in cryogenic hibernation.
Destroying this abomination would be a grievous blow to the enemy, and the reward that was desperately
needed to ensure the future of the mission.
Genestealer Magus:
The Genestealer Magus is in an active hibernation chamber.
Starting on turn one, and every other turn afterwards (so turn 3,
5, 7 etc), the chamber floods with cryogenic gasses. This gas
works in the same way as if a heavy flamer had attacked
each square on the board. However, the destruction of the
Magus will result in damage to the coolant systems, and
subsequently the gas will cease. The Magus can be killed
just as if he were a normal genestealer.
Terminator Information
Objectives:
You must recover at least
one object from the hulk.
You do not know the
location of what you are
searching for.
Force:
Let the tech-priests bestow
you with weapons of
destruction.
You have command of one
squad; a sergeant and four
marines. You may arm them
as you choose. At least one
model must have a
Powerfist, as only a
terminator armed with a
Powerfist may carry an
object.
Search for Evil - Mission Background: The mission to discover the fate of Litho-
nius was given one last chance. However, Commander Xovius determined that the relentless
drive into the den of the xenos must now be tempered with knowledge. Halting the advance,
he ordered squads of terminators to search various key locations of the hulk for any documents,
blueprints, data slates; anything that could guide the terminators in their search.
185
Terminator Information
Objectives:
You must flame both
board sections marked in
red.
Force:
Let the tech-priests bestow
you with weapons of
destruction.
You have command of
one squad; a sergeant
and four marines. You may
arm them as you choose.
At least one marine must
be armed with a heavy
flamer.
Seed of the Enemy - Mission Background: At last, the breakthrough Xovius
had hoped for arrived. Using data discovered during their last ditch search, the Dark Angels
were able to pin-point the primary brood nest of the genestealers. If two control sub-sections
could be destroyed with flame, then the spread of the xenos through out the ship could be
halted. This would be a crippling blow to the genestealers, and would greatly enhance the
likelyhood of discovering the fate of Lithonius.
Terminator Information
Objectives:
You must place demolition
charges at each of the ten
squares identified by an X.
Force:
Let the tech-priests bestow
you with weapons of de-
struction.
You have command of two
squads, each consisting of a
sergeant and four marines.
You may arm them as you
choose. At least one marine
must be armed with a
Powerfist.
Tech Support - Mission Background:
The righteous fury of the heavy flamers carried by the Deathwing had not been
enough. The xenos endured. Time was now of the essence. If the hibernating
broods were to fully awaken, the Dark Angels would be overwhelmed. Calling on
the advice of his techmarines, Xovius formulated a desperate plan. A series of
demolition charges would be placed at specific points through the system of
brood nests, the entire area could be destroyed, sealing the fate of the
genestealers.
Demolition charges:
Only terminators armed with
Powerfists may carry and
activate charges. It costs 1AP
to pick up or place a charge.
Terminators with powerfists
begin the mission carrying their
charges, otherwise the charges
are left at the feet of the
terminator.
186
White Dwarf Magazine
187
White Dwarf 158:
Return to Kalidus
188
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WD 158
RETURN TO KALIDUS
by Dean Bass and Chris Colston
Misson one: A Quest For Power
Mission Two: Honour Bound
Mission Three: Terminus
The Campaign
This Space Hulk campaign was originally presented in White Dwarf 158.
Each of the three missions uses a squad of Space Wolf Guard Terminators.
A Wolf Guard Terminator Squad consists of
Wolf Guard Sergeant with Storm Bolter and Power Sword.
Wolf Guard with Assault Cannon and Chain Fist.
Wolf Guard with Heavy Flamer and Power Glove.
Wolf Guard with Storm Bolter and Chain Fist.
Wolf Guard with Storm Bolter and Power Glove.
A Wolf Guard has a close assault factor of +1.
A Wolf Guard Sergeant has a close assault factor of +2
The Wolf Guard are orbiting the planet Kalidus, a planet that they and the Dark Angels once cleansed of
Chaos during the Horus Heresy. Leman Russ left a Great Company standard as a perpetual reminder to the
people of Kalidus of their debt to the Emperor and to the Space Wolves.
Now the planet has been overrun by the `stealers. It must be virus bombed, the planetary defence network is
still active, and the Space Wolves wish to recover the standard.
Campaign Victory
If all three missions are completed by the Wolf Guard then the campaign is a major victory.
If only two terminals are deactivated and the battle standard is recovered then the campaign is considered a
draw.
If all members of the squad are killed before at least two of the terminals are deactivated, even though you
have recovered the battle standard then the campaign is lost.
189
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RETURN TO KALIDUS CAMPAIGN
A Quest For Power
The Space Wolves know that they have just one chance of finding out where
the controls for the planetary defences are and the current whereabouts of the
standard. The Wolves decide to teleport into the computer complex under the
Governor's Palace.
Objectives
The Space Wolf player is attempting to access the computer terminal to
determine the location of the battle standard and the planetary defence systems'
control computer.
Forces
The Space Wolf player has a standard Wolf Guard Squad.
The Genestealer player starts with 2 blips and receives 2 blips as reinforcements per turn. These are taken
from the standard Space Hulk blip set.
Deployment
The Wolf Guard start in the marked room on the bottom right of the map.
The Genestealers starting force is 1 blip per entry point.
The reinforcements enter play as 1 blip per entry point.
Special Rules
To access the information from the computer, the room must be cleared of all Genestealers. A member of the
Wolf Guard must stand in the square directly in front of the terminal and spend 4 AP or CP without
interruption.
Ending The Mission
The mission ends when the information has been accessed. At this point all the remaining members of the
Wolf Guard will be teleported back to the ship. If all the Wolf Guard are killed the mission and the campaign
will have failed.
190
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RETURN TO KALIDUS CAMPAIGN
Honour Bound
The information in the computer reveals that the banner has been moved
to the barracks of the Imperial Guard. However it's exact resting place
was not known, so the second Wolf Guard squad would have to search a
number of rooms to find it.
Objectives
The Wolf Guard player is attempting to locate the standard and teleport
away with it.
Forces
The Space Wolf player has a standard Wolf Guard Squad.
The Genestealer player starts with 6 blips and receives 2 blips as reinforcements per turn. These are taken
from the standard Space Hulk blip set.
Deployment
The Wolf Guard start in the marked corridor on the bottom right of the map.
The Genestealers starting force is 1 blip per room.
The reinforcements enter play as 1 blip per entry point.
Special Rules
To find the standard, a room (marked P on the map) must be cleared of Genestealers and then 1 AP or 1 CP
used to scan the room. A D6 roll of 6 is required to find the standard in the first room searched. This is then
reduced to a 5 or a 6 in the second room searched, and a 4 or more in the third. If the standard is not found in
the third room it will automatically be in the fourth. Once the standard is located the Wolf Guard who finds it
must spend another 2 AP or CP to pick it up before the squad is teleported away.
Ending The Mission
The mission ends when the battle standard has been retrieved. At this point all the remaining members of the
Wolf Guard will be teleported back to the ship.
If all the Wolf Guard are killed the mission is a failure, and the honour of the Great Company will be tainted.
191
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RETURN TO KALIDUS CAMPAIGN
Terminus
The Space Wolves have found out where the controls for the planetary
defences are.
The Wolves must deactivate the three terminals to clear the way for the
virus bombs.
Objectives
The Space Wolf player is attempting to deactivate all three planetary
defence terminals.
Forces
The Space Wolf player has a standard Wolf Guard Squad.
The Genestealer player starts with 1 blip and receives 2 blips as reinforcements per turn. These are taken from
the standard Space Hulk blip set.
Deployment
The Wolf Guard start in the marked corridor on the bottom left of the map.
The Genestealers starting force may be placed at any entry point.
The reinforcements must enter play at different entry points.
Special Rules
he doors to the terminals are locked and the access codes are unknown, so the doors must either be attacked (a
6 is needed to break through with a power fist or a power sword, bonuses don't count) or destroyed by a Chain
Fist. The doors must NOT be shot.
To deactivate a terminal, a Wolf Guard must be facing it and must spend 2 AP or CP without interruption.
Ending The Mission
The mission ends when all three terminals have been deactivated. At this point all the remaining members of
the Wolf Guard will be teleported back to the ship.
192
White Dwarf 197:
Defilement of Honor
193
DEFILEilIENT OF HONOUR
The following three missions can be played either
as a se es of sepamte games, or linked together to
form the Defilement of Horolrr campaign. In the
campaign, you play through each mission and
record the result, adjusting the next mission with
the rules given in its background. In this way, the
missions build up to forn an overall story.
If you are playrnE Defilement of Honour as a
campaign, then the Space Marines must win the
linal mission to win the campaign. In addition, if
the Space Marines also win the fi$t two missions
they will gain high honour in the histories of the
Blood Angels Chapter The Genestealers will win
the campaign if they wil1 the third mission, but
they can greatly increase their chances ofdoing so
if they win either of the first two.
AIR DUCTS
A network of air ducts runs
just
below ceiling
level in the coridors and rooms. Some ot' the air
ducts are large enough to allow Genesteale$ to
move through. Air ducts are shown on the mlsston
maps, and are fteated likc corridors with the
tbllowing additional rulesl
GENESTEALERS
.
Genestealers or Blips may enter an air duct from
the square directly in front of the air duct at a cost
of 2 APs.
.
Genestealers or Blips may move from the end of
an air duct into the square directly in front of the
air duct at a cost of I AP
.
With the exception of entering and leaving,
Genestealers and Blips move through air ducts
exactly as if they we.e corridors.
.
When convefiing a Blip in an air duct, you may
only place Genestealer models in the air duct.
Models which cannot be placed in the air duct
itself are lost. The opposite is also true: Blips in a
conidor or room cannot convefi into an air duct.
The diagram to rhe right shows the pemitted
enffy/exit square for an air duct.
SPACE MARINES
.
The air ducts are too
high to allow Space
Marines entry and
although the Space
Marines can see the
opening of the air duct
they have no line of sight
into the air dlrcts
themselves. This means
that the Space Marines
cannot fire at Genestealers
inside air ducts, and Blips
are not tbrced to convert.
.
The only exception to this rule is
that a heavy flamer may be fired at the ti$t square
of the air duct. This may only be done by a Space
Marine directly in Jine with the opening and with
no models in between. Either one o. two flame
counters may be placed on the first square of the
ail duct. If there is a Blip on the targeted square,
convert the Blip first and then roll for the
Genestealer on the flamed square.
HINT: A Space Marine on overwatch guarding an
afu duct will have to target the exit square (the
square directly in front ofthe air duct). Then when
a Genestealer is moved from the air duct into the
e\ i l )quare t he Space Mrri ne cdn f i re ar i l .
CLOSE ASSAULT FROM
AIR DUCTS
Ifa Terminator is standing in an exit square it may
be attacked in close assault by a Genestealer
inside the air duct. The resulting combat cannot be
drawn, if the result would be a draw the
Genest eal er wi ns and t he Space Mari ne i s
removed. In any case, the winning model is left in
the exit square. Note that a Terminator on
overwatch in an exit square does not fire at a
Genestealer attacking fiom an air duct as he has
no waming belbre the Genestealer strikesl
194
The Defilement Of Honour campaign published in WD 197. Adapted for Space Hulk 3E.
Mission 1 - Stop The Tide
Seal off Genestealer reinforcements
The blue markings represent airducts. See Special Rules.
195
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad A consists of a sergeant armed with storm bolter and power sword,
one Space Marine armed with a heavy flamer and powerfist, one Space Marine armed with storm bolter and chainfist, and two Space
Marines armed with storm bolters and power fists. Squad B consists of a sergeant armed with thunder hammer and storm shield, one
Space Marine armed with an assault cannon and powerfist, and three Space Marines armed with storm bolters and power fists. The
Space Marine player deploys the squads on the starting squares shown on the map.
Genestealers: The genestealer player begins with one blip counter in each of the four airducts, and receives two reinforcement blips
per turn that may enter from any entry point. If two entry areas are sealed this is reduced to one reinforcement blip per turn.
SPECIAL RULES
Airducts:
- Genestealers and blips may enter an airduct from the square directly in front of the airduct at the cost of 2 AP.
- Genestealers and blips may move from the end of an airduct into the square directly in front of the airduct at the cost of 1 AP.
- With the exception of entering and leaving, Genestealers and blips move through airduct exactly as if they were corridors.
- When converting blips in an airduct, you may only place Genestealer models in the airduct. Models which cannot be placed in the
airduct itself are lost. The opposite is also true: Blips in a corridor or room cannot convert into an airduct.
- Marines cannot enter airducts. Although the Marines can see the opening of the airduct they have no LOS into the airducts
themselves. Genestealers inside airducts cannot be targeted and blips cannot be forced to convert.
- Heavy flamers may be fired at the first square of an airduct affecting the entire section as normal. Blips inside airduct being flamed
convert before the effect of the heavy flamer is resolved.
- Close assault from an airduct cannot be drawn. If the result is a draw, the Genestealer wins. In any case the winning model is placed
in the corridor/room, ie any Genestealer winning a close assault will leave the airduct.
Bulkheads: In this mission bulkheads may be used to permanently block off Genestealer entry points. Treat them as doors until closed.
Once closed they cannot be opened. Use an appropriate marker to represent the bulkhead or place an end-marker to show the
entrypoint is being blocked.
VICTORY
The Space Marines win by sealing all three entry points shown in the map.
Any other result is a genestealer victory. If you are playing this mission as part of a campaign, record the result (success/failure).
196
Mission 2 - Shut Down
Shut down the hulks engines.
The blue markings represent airducts. See Special Rules.
197
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad A consists of a sergeant armed with storm bolter and power sword,
one Space Marine armed with a heavy flamer and powerfist, one Space Marine armed with storm bolter and chainfist, and two Space
Marines armed with storm bolters and power fists. Squad B consists of a sergeant armed with thunder hammer and storm shield, one
Space Marine armed with an assault cannon and powerfist, and three Space Marines armed with storm bolters and power fists. The
Space Marine player deploys the squads on the starting squares shown on the map.
Genestealers: The genestealer player begins with one blip counter in each of the three entry areas, and receives one reinforcement
blip per turn that may enter from any entry point. If all three entry areas are sealed reinforcements are stopped.
If playing this mission as part of a campaign and the Space Marines lost Mission 1, more Genestealers can break through. The
Genestealer player receives an extra reinforcement blip per turn until two of the entry areas have been sealed.
SPECIAL RULES
Airducts:
- Genestealers and blips may enter an airduct from the square directly in front of the airduct at the cost of 2 AP.
- Genestealers and blips may move from the end of an airduct into the square directly in front of the airduct at the cost of 1 AP.
- With the exception of entering and leaving, Genestealers and blips move through airduct exactly as if they were corridors.
- When converting blips in an airduct, you may only place Genestealer models in the airduct. Models which cannot be placed in the
airduct itself are lost. The opposite is also true: Blips in a corridor or room cannot convert into an airduct.
- Marines cannot enter airducts. Although the Marines can see the opening of the airduct they have no LOS into the airducts
themselves. Genestealers inside airducts cannot be targeted and blips cannot be forced to convert.
- Heavy flamers may be fired at the first square of an airduct affecting the entire section as normal. Blips inside airduct being flamed
convert before the effect of the heavy flamer is resolved.
- Close assault from an airduct cannot be drawn. If the result is a draw, the Genestealer wins. In any case the winning model is placed
in the corridor/room, ie any Genestealer winning a close assault will leave the airduct.
Bulkheads: In this mission bulkheads may be used to permanently block off Genestealer entry points. Treat them as doors until closed.
Once closed they cannot be opened. Use an appropriate marker to represent the bulkhead or place an end-marker to show the
entrypoint is being blocked.
VICTORY
The Space Marines wins by deactivating the engines. To do so a Space Marine model must be standing in the square marked X,
facing the console/wall. For each AP/CP spent, roll a D6, on a roll of 6 the drives have been shut down and the mission is successfully
completed.
Any other result is a genestealer victory. If you are playing this mission as part of a campaign, record the result (success/failure).
198
Last mission - Take Control
Take control of the hulks navigation computer.
The blue markings represent airducts. See Special Rules.
199
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad A consists of a sergeant armed with storm bolter and power sword,
one Space Marine armed with a heavy flamer and powerfist, one Space Marine armed with storm bolter and chainfist, and two Space
Marines armed with storm bolters and power fists. Squad B consists of a sergeant armed with thunder hammer and storm shield, one
Space Marine armed with an assault cannon and powerfist, and three Space Marines armed with storm bolters and power fists. The
Space Marine player deploys the squads on the starting squares shown on the map.
Genestealers: The genestealer player begins with one blip counter in each of rooms marked in blue. From the third Genestealer turn
the Genestealer player receives one reinforcement blip per turn that may enter from the entry point. If the entry area is sealed
reinforcements are stopped.
If playing this mission as part of a campaign and the Space Marines lost Mission 2, a new Marine squad has to be deployed giving the
Genestealers more time to reinforce. The Genestealer player starts receiving reinforcements from turn 1.
SPECIAL RULES
Airducts:
- Genestealers and blips may enter an airduct from the square directly in front of the airduct at the cost of 2 AP.
- Genestealers and blips may move from the end of an airduct into the square directly in front of the airduct at the cost of 1 AP.
- With the exception of entering and leaving, Genestealers and blips move through airduct exactly as if they were corridors.
- When converting blips in an airduct, you may only place Genestealer models in the airduct. Models which cannot be placed in the
airduct itself are lost. The opposite is also true: Blips in a corridor or room cannot convert into an airduct.
- Marines cannot enter airducts. Although the Marines can see the opening of the airduct they have no LOS into the airducts
themselves. Genestealers inside airducts cannot be targeted and blips cannot be forced to convert.
- Heavy flamers may be fired at the first square of an airduct affecting the entire section as normal. Blips inside airduct being flamed
convert before the effect of the heavy flamer is resolved.
- Close assault from an airduct cannot be drawn. If the result is a draw, the Genestealer wins. In any case the winning model is placed
in the corridor/room, ie any Genestealer winning a close assault will leave the airduct.
VICTORY
The Space Marines wins by taking control of the nav com. To do so a Space Marine model must be standing in the square marked X,
facing the console/wall and spend 8 consecutive APs/CPs without interuption. Start over if the Marine is killed or takes any other
actions. Once the computer is under their control the Space Marines win.
Any other result is a genestealer victory.
200
White Dwarf 203:
The Fate of the Sword of Halcyon
201
TM
The Space Marine vessel The Sword of Halcyon left the orbit of the planet Falkhan and pre-
pared for the journey through the warp back to Earth. A Chaos uprising had taken place on
Falkhan and some of the Space Marine squads posted there had fallen to temptation. Their
commander, seduced by the power of Chaos, had been taken prisoner and was to be
brought back for interrogation.
Upon entering the warp the Sword of Halcyon jolted suddenly and came to a halt. Instantly
the ships alarms rang and all aboard prepared for the worst. Reports from the navigator
came back that the ship had encountered a warp storm. The vessel rocked and swung
around in a five mile wide arc, then disappeared momentarily. The ships scanners went
wild, indicating huge metallic structures as big as cities, and then nothing. Massive rifts in
the warp tide hurtled the Sword of Halcyon through pockets in the flux. A giant space hulk
appeared as the storm came to its climax, a mile long streak of purple lightning hitting the
ship and causing all aboard to brace themselves as it crashed into the massive hulk.
Churning through layers of twisted metal, the whole side of the ship caved in. Finally, explo-
sions briefly fused the ship with the growing hulk, before the Sword of Halcyon was violently
thrown out of the warp, slowly spinning into nowhere. The alarms stopped, the fires died
out, and the survivors slowly recovered. Then everything fell silent.
From the front section of the ship, which had plunged through the hull of the space hulk,
functioning scanners showed a steady build up of new, alien life signs. The moans of the
injured and dying, audible throughout the ship, suddenly changed pitch. They now became
a cacophony of terror and pain, mingled with the chatter of bolter fire and the bestial shrieks
of an enemy all dreaded, but none dared to name: Genestealers.
The survivors in the rear section of the vessel had no option but to retreat to the escape
capsules. They were cut off from their companions by walls of buckled metal, and The
Sword of Halcyon was becoming increasingly unstable.
Within an hour and a half of its jettison, the escape pods were picked up by the Imperial
battlebarge Mayan. During this time, The Sword of Halcyon had drifted in space, flames
periodically guttering across its surface bearing testimony to the destruction within.
Sergeant Lexon, a survivor from The Sword of Halcyon held an emergency conference with
the Blood Angels on board the Mayan. It was swiftly decided that for the honour of the chap-
ter they must attempt to recapture the ship from the Genestealers. The Blood Angels
Terminators prepared for battle, and with grim resolution the order was given to launch
boarding torpedos.
THE FATE OF THE
SWORD OF HALCYON
202
SPACE MARINES
FORCES: 2 squads of Space Marines Squad Lexon and Squad Jacta (a squad consists
of 1 Sergeant, 1 Space Marine armed with a heavy flamer, and 3 Space Marines armed with
storm bolters). The two squads are deployed on the yellow corridors.
BRIEFING: The Space Marines win if they can collect the weaponry from the rooms marked
on the map before the end of turn 14. It takes 1 AP to pick up a pile of weapons.
The Space Marines move first in this mission.
GENESTEALERS
FORCES: The Genestealer player receives no blips at the start of the game, and then 1
reinforcement blip per turn. Each blip may enter via any of the entry points.
BRIEFING: The Genestealers win if they kill all the Space Marines, or if they prevent the
Terminators from collecting the weapons before the end of turn 14.
Mission 1
IMPACT
No sooner had Squad Lexon been dispatched to the boarding torpedo than the launch
sequence began.
Hovering silently in the vacuum, three miles starboard of the dark, brooding architecture of
the vast ship, the Mayan launched the boarding vessel. For brief seconds the tiny projectile
traced a graceful, spiralling trajectory between the two vessels before puncturing the skin of
the Sword of Halcyon. The scream of rending metal and the whine of snapping cables were
swallowed by black space, and but for a flare of sparks the ship retained its quiet appear-
ance of calm.
Inside the boarding torpedo, despite being securely strapped in place, the Space Marines
were shaken to their very cores as the pod exploded through several floors of buckled metal
platforms and leaking conduits. Finally the vessel ground to a screeching halt, its bulk filling
an antechamber of the armoury section of the Sword of Halcyon. External sensors flickered
into life on board the docking torpedo, and grainy low light images flashed up on the ships
consoles to dance across the Blood Angels visors.
Behind their impassive helmets, despite their violent arrival, the Terminators softly chanted
the Litanies of Hatred. The enemy they were about to encounter was an enemy of life itself,
and it was aboard a ship belonging to their beloved chapter. A reckoning was called for.
Inside the helmets the tinny voice of the servitor on board the Mayan came through, area
secure he said, Squad Lexon, prepare to disembark.
BACKGROUND
The armoury must be taken swiftly. The quicker the assault the more chance there is of not
only retrieving any weaponry that may have remained aboard, but also of making the ves-
sel safe for further boarding actions.
203
Door
The two squads of
Space Marines
deploy on these
shaded corridors
The Purple
arrows mark the
Genestealer
entry areas
Mission 1
IMPACT
204
SPACE MARINES
FORCES: 2 squads of Space Marines Squad Lionus and Squad Vetora (a squad consists
of 1 Sergeant, 1 Space Marine armed with a heavy flamer, and 3 Space Marines armed with
storm bolters). One Space Marine from each squad carries vital components to repair the
computer console. Nominate the Space Marine before the mission begins.
BRIEFING: The Space Marine with the components must spend 2 APs repairing the com-
puter console. Place the computer console counter on the square marked with an X.
The Space Marines move first in this mission.
GENESTEALERS
FORCES: At the start of the game the Genestealer player receives one blip placed in each
of the shaded rooms. During the game, the Genestealer player receives one reinforcement
blip per turn. These blips enter via any of the entry areas.
BRIEFING: The Genestealers win if they stop the Space Marines repairing the computer
console before the end of turn 12.
Tech-Priests on board the Mayan surveyed the banks of monitors before them, translating
the garbled stream of data into relevant information to relay to the Terminators on board The
Sword of Halcyon. They were co-ordinating a damage assessment on the vessels bridge in
order to provide intelligence to the Space Marine squads currently en route. Initial scans did
not look promising. Plasma explosions from a breach in the reactors venting system had
torn through this section of the ship before bulkhead doors had slammed to, automatically
isolating the leak. The damage was extensive, and as yet it was unclear just how severe.
In the wrecked halls outside the bridge area, halon lamps cut through the gloom. From their
secure areas on either side of the labyrinth of corridors leading to the bridge, the
Terminators stood motionless, waiting for the order to strike. Within the otherwise expres-
sionless facades of the squads, the pale light of vengeance glittered in their eyes.
BACKGROUND
The Space Marines must battle their way through to the bridge, and once there obtain a full
damage assessment from the bridge computer.
However, reports from the Mayan confirm that the console is down so it must be repaired
before it is possible to proceed with the report. Portable back up systems have been sup-
plied for this purpose.
Mission 2
SALVAGE THE BRIDGE
205
Mission 2
SALVAGE THE BRIDGE
The two squads of
Space Marines
deploy on the
shaded corridors
The Purple
arrows mark the
Genestealer
entry areas
206
SPACE MARINES
FORCES: 2 squads of Space Marines Squad Laora and Squad Veila (a squad consists of
1 Sergeant, 1 Space Marine armed with a heavy flamer, and 3 Space Marines armed with
storm bolters). The two squads are deployed in the indicated rooms.
BRIEFING: The Space Marine player wins by closing off all the entry areas with bulkheads.
A bulkhead is sealed by spending 1 AP whilst standing in an adjacent square.
The Space Marines move first in this mission.
GENESTEALERS
FORCES: The Genestealer player receives no blips at the start of the game and then 2 rein-
forcement blips per turn. If only 1 entry area is open, the Genestealer player only receives
one reinforcement per turn.
BRIEFING: The Genestealers win if they kill all the Space Marines, or they prevent the
Space Marines from closing all the bulkheads before turn 12.
Towering metallic structures dominated this region of the ship, their lengthening shadows
casting a black pall to conceal the horrors lurking amidst their nooks and crannies.
Dampness and vapours hung heavily in the air, forming a slick sheen on the plasteel shell
of the engine room.
As the Terminators drew ever closer to their destination, piercing shrieks echoed through the
dank air of the ships belly. The aliens were massing to strike in force. Pausing occasional-
ly to fix their eyes on their scanners, the Space Marines watched the blips that slowly cir-
cled their position, the number growing with each revolution.
Sergeant Veilas face split into a grin of feral satisfaction. Let the abominations come, he
thought. The lengthy corridors here were ideally suited to long range combat and they would
pile the halls high with disgusting Genestealer corpses before they were done.
Above them, in the dark, cold alien eyes reckoned their movements with unfathomable pur-
pose. The Genestealers were driven by a will which transcended the mere survival of the
individual, a trait which made them a dangerously unpredictable foe. For what human mind
could ever hope to accurately foretell the machinations of such a deviant intellect as the
Genestealers.
BACKGROUND
It is imperative that The Sword of Halcyon not be allowed to continue drifting. In order to
achieve this the Space Marines must manually seal off each of the four blastproof bulkheads
leading to each of the four reactor cores. This will allow the Space Marines to safely shut
down the reactor manually. This is the only way to initiate the reactor shutdown process
whilst the bridge controls are down.
Mission 3
SHUT DOWN
207
Mission 3
SHUT DOWN
The two squads of
Space Marines
deploy in these
shaded rooms
Bulkhead
The Purple
arrows mark the
Genestealer
entry areas
208
SPACE MARINES
FORCES: 2 squads of Space Marines Squad Tullar and Squad Fultun (a squad consists
of 1 Sergeant, 1 Space Marine armed with a heavy flamer, and 3 Space Marines armed with
storm bolters).
BRIEFING: The Space Marine player must kill all the dormant Genestealers. The Space
Marines may shoot or flame a blip. A hit will kill all the Genestealers in that blip. If a blip sur-
vives an attack it will become available for the Genestealer player to use.
The Space Marines move first in this mission.
GENESTEALERS
FORCES: The Genestealer player receives 20 blips at the start of the game, these lie dor-
mant in the shaded areas. Each turn the Genestealer player may roll to awaken a blip on a
roll of 6, even if the Space Marines can see the blip.
BRIEFING: The Genestealers win if they kill all the Space Marines, or if there are still any
dormant blips left at the end of turn 10.
Brilliant white light flooded the corridor, throwing stark contrasts over what was previously
soft gloom. Photo-sensitive filters in the Terminators armour instantly compensated for the
sudden change, preventing their occupants from being blinded. The Space Marines, drilled
to almost machine-like perfection, adopted combat positions in the blink of an eye, thinking
that an enemy was upon them. They relaxed as they realised the truth of the matter. They
had crossed a threshold which had caused the computer to activate the ships life support
systems.
Scanners indicated the presence of a considerable number of life signs in the area, although
no survivors were thought to have remained from the initial impact. The scanners flicked out
piercing beams of light as they triangulated the positions of the readings. No movement
came as yet.
Exhaled air hissed and condensed, curling upwards from outlets on the Blood Angels hel-
mets. The Space Marines were nearing the cryogenic chambers and the displays within
their visors showed a sharp decline in external temperature. The light in the corridors was
becoming stronger and clearer, almost ephemeral. Every step taken by the Terminators res-
onated through the hollow metal floors, threatening to rouse their prey from frozen slumber.
The lifesigns were those of dormant Genestealers interred within the stasis cylinders,
racked upon one another like repulsive larvae awaiting metamorphosis.
BACKGROUND
The Genestealers have infiltrated the cryogenic chambers and some of them have already
entered stasis. They must not be allowed to survive since they could jeopardise further sal-
vage attempts on this vessel. There is a limited time frame in which this must be achieved,
then the Terminators must clear the area.
Mission 4
PURIFY
209
Mission 4
PURIFY
The two squads of
Space Marines
deploy in these
shaded corridors
The Purple squares
mark the Genestealer
starting positions
210
SPACE MARINES
FORCES: 2 squads of Space Marines Squad Sparta and Squad Marius (a squad consists
of 1 Sergeant, 1 Space Marine armed with a heavy flamer, and 3 Space Marines armed with
storm bolters). The Space Marines set up in the shaded corridors.
BRIEFING: The Space Marines with heavy flamers must flame the three shaded X rooms.
The Space Marines move first in this mission.
GENESTEALERS
FORCES: The Genestealer player receives 3 blips at the start of the game, placed in the
shaded rooms, and then two reinforcement blips per turn.
BRIEFING: The Genestealers win either by killing the Space Marines with heavy flamers, or
by preventing them from cleansing the rooms by the end of turn 12.
Perhaps more so than for any of the other squads involved in this operation, the cold fire of
hatred burned in the armour-clad breasts of the Terminators of squads Marius and Sparta.
Each mind narrowed to a bitter point focused on revenge. The displays on their scanners
scrolled more rapidly as they closed on their destination, their wrath lending haste to the
Space Marines step.
The Genestealers had dared to defile the sanctity of the crafts sanctum with their intolera-
ble presence. In terms of honour this mission was of the greatest import, and vengeance
must be absolute. The sanctum was pure, and that the aliens had defiled it was an insult to
the whole Chapter. In their desire for bloodshed, the normally implacable Terminators were
overtaken by a rage which overthrew the usual considerations of tactics and strategy.
Between all of them there existed only the desire to kill, and to cleanse with righteous fire
any part of the sanctum tarnished by the hateful enemy.
Charging heedlessly into the fray, a hail of bolter fire marked the start of the carnage.
BACKGROUND
The sanctum is a place of spiritual retreat for the Space Marines on board such crafts as
The Sword of Halcyon. A place where they might contemplate their faith in the Emperor and
dedicate their prayers to victory in battle.
Some of the Genestealers had made a nest in the inner part of the sanctum, rendering it
forever tainted with their vile, inhuman, psychic spoor. Only one avenue of action was open
to the Space Marines in this bleakest of affairs. Their beloved sanctum was infected with an
alien presence and as such their obligation, however onerous, was to burn out the contam-
ination for good.
Mission 5
INNER SANCTUM
211
Mission 5
INNER SANCTUM
The two squads of
Space Marines
deploy in these
shaded corridors
The Purple
arrows mark the
Genestealer
entry areas
X
X
X
212
Space Hulk Campaigns
213
CAMPAIGNS
214
%,ffiF
SPACB HULK-
CAMPAIGNS
bv DEAN H BASS
Development and Editing
-
Simon Forrest
Additional Material
-
Richard Halliwell
and Matt Forbeck
Cover Art
-
David Gallagher
Production
-
Mark Watts
Thanks to fie foltowing for invaluable help and
assistance in playtesting these campaigns and new
rules: Jason Cripps, Chris Fo, Jonathon Gudgion, Chris
Guilders, Barry Middleton, Tony Redmond, Ronnie
Sanbn and Simon Taylor.
Games Workshop Ltd Games Workshop Inc
Chewton Street 3431-C Benson Avenue
Hilltop, Eastwood Baltimore
Nons NG16 3HY MD 21227-10'2
A
@d0GgVrer;Kl@'
PRODUCT CODE: 0336
ISBN: I 8?2372 65 I
Hardback edition lirst printed l99l
Softbek ediion first primed 1993
Thc Citadel Castle, dle Games workshop logo, Realm of
Chaos, Slottabase, Space Madne, Wadammer and Whiie
Dwarf de a.I registercd fademark of Games Workhop Ltd.
Citadel, DeatlNing, Bldar', GanEs Workshop, Genestealer and
Space Hulk are all tradernark of GarIEs Workshop Ltd.
All afwork in all Games Workhop products ard lhe irnagcs
containd tlErein have bee! poduced either in-hous or as
work for hire. The exclusive cop''right on the dtwork and the
images it dcpicts is the propeny oi Games Workshop L!d.
@ Copyright Games Workshop Ltd, 1991, 1993.
All riehts reserved.
THE LAST STAND
1: BREAK-IN
2: TIIE GENERATOR
3: THE CHAPEL
4: THE LAST STAND
GENESTEALER INVASION
1: AMBUSH!
2: REGROUP
3: HAMMERANDANVIL
4: SEARCHANDbESTNOY
5: HOLD AND SECURE
6: FINAL CONFLICT
NECROMUNDA
l: FIRSTBLOOD
2: NO WAY OUT
3: KILLING GROUND
4: INTERROGATION
5: DIVIDE & CONQUER
6: POISON!
SENTINEL V
1: DOCKINGBAY
2: STRIKE FORCE
3: COUNTER-ATTACK
4: THE PATRIARCH
TRAITOR SPACE MARINES
TRAITOR FORCE LIST
MISSION GENERATOR SCENARIOS
MISSION GENERATOR CAMPAIGN
CONTRACTREVOKED
NEW MISSIONS, WEAPONS
AND RULES
PITFALL
DELAYING ACTION
SPACE MARINES IN POWER ARMOIJR
DENZARK'S HAMMER
NEWWEAPONS
GRENADES
NEWRI.JLES
REFERENCE TABLES
BOARD SECTIONS AND COUNTERS
3
7
8
10
12
15
16
18
20
22
24
27
29
' L
i+
JO
38
40
43
45
48
50
52
54
57
60
&
66
68
7l
72
14
/ o
78
80
82
6)
86
215
The mi ssi ons we' ve previ ousl y publ i shed i n Space Hul k,
Deathwing and Genestealer were all stand_alone games You
didn't have to play them in any particular order, and success
or failwe in one game didn't affect your chmces in the next
In Lhis book, most of the missions are grouped together into
carnpaigns. A campaign is a linled series of missions where
ihe outcome of each mission affects your ovcrall chances of
success. In some cases you just have to win a certain numbet
of games to achieve ovcrall victory. In others, the forces you
get in the later missions change according to how well you did
at the start of the carnpaign.
Campai gns put even more pressure on t he Space Mari ne
player. A bad mistake in one mission can forfeit the whole
campai gn. And i f you' re not caref ul about keepi ng your
modcls alive you might find yourself going into the final
mission with alrnost no forces! Every Space Marine's life is
precious aad it's oftcn not enough simply to win the mission
-
you'vc gotlo rnale it through wirh most of your force intact
PLAYING THE CAMPAIGNS
Of course, even though a campaign is 4 or 6 missions long,
you don't have to play the wholc thing from end to end. lt's
certainly possible to organise an epic session of Space Hulk
that lasts a whole day and gives you f}le chance to complete an
enlire campaign. On the other hand, you'rc far more likely lo
play lhe campaiSn over several days or weeks. This is fine
-
just
remember to keep a notc of who won which missions and,
if necessary, which models survivcd.
Like most Space Hulk games, these campaigns are desiSned to
be fairly hard on the Space Marines. If you find that you've
lost a vital mission which prevenls you from continuinS, you
can always play it again with your opponcnt's agrcement.
Once you've finished a campaign, swap sides and play it ttre
other way round. Keep in mind any particularly successful
tactics youl opponent used
-
but remember, your opponent
will be on thc look out for them.
SEPARATE MISSIONS
You' 11 get t he mosa f un out of pl ayi ng t he campai gns as a
seri es of l i nked mi ssi ons but you can al so pl ay t hcm as
scparate one-off
8anes.
After you've played the campaiSn,
rcplay the missions you found the mos! challenging to tly out
diffcrent tactics. Thc campaigns all give guidelines on playinS
the missions separately.
Once you've got the hang of a particular mission, it's a good
idea to play ir using differenr forces. If thete's a particular
force you want !o try out, you can simply agree which models
you're using with your opponent. C-)r you can use the bidding
system ftom Dcathwing to choose sidcs and forces
-
ifyou've
won t he mi ssi on wi t h t he l i st ed f orce, sec how f ew Space
Marines you need to get through.
A t hi rd way t o pi ck a new f orce i s t o use $c l i sl of Space
Marine points values for the forces in each mission
-
this is in
the section of new rules for Traitor Space Marines. It's quite
simple to pick a force up to thc listed value and play with that.
2
As well as redesigning thc Space MaJine forces, feel ftee to
replay the missions with different Genestealer forces. If your
opponent has come up with some pafiicularly cunning tactics,
try addinS extra starting ard reinforcement Blips
-
onc extra
Blip a tum will provide him wifi a real challenge.
Ctn the other hand, if your opponenfs having a bit of trouble
with the mission,
you can rcduce the number of Blips to
Sive
him a bttcr chance. Droprping, say, one BIip every other tum
will help to give the Space Marines an extra edge.
NEW RULES
As well as the four campqiSns, this book contains a varicty of
new rulcs and single miisions. The rules for Traitor Space
Mari nes and Space Mari nes i n power at mout ori gi nal l y
appeared in White Dwarf. We've rcvised them here in the
lighr of games we've played since they were publishcd so it's
worth rereadinS them even if you've used them bcfore.
For example, Terminators with grenadc hamesses used to be
able to thow blind grenades at no poinLs cost. We found that
t hi s sl owed games down t oo much and prevcnt ed a l ot of
shoot i ng, so we' ve gi ven t hi s act i on a cost of 2 APs. Now
you've got to be far more careful about laying down blind or
you won' t have enouSh APs l o compl el e your mi ssi on.
There's four single missions in the new rules scctions. Two of
these follow on from the original six missions in the Space
Hulk game. The othcr two provide one mission each fot Space
Marines in power armou and Traitor Space Marines.
BOARD SECTIONS AND COUNTERS
At the back of Lhis book you'll find rhree sheets of thin card.
You' )l probabl y want t o gl ue t hese t o t hi cker card bef ore
culting out the counters and board sections. The card fiom a
cereal packct is fine for rhe counlers. For the board sections
we'd use sometlrng slighrly fiicket (or a couple of layers of
thin caid) to
8et
lhem about the same thickness as lhe board
from Space Hulk itself.
There are t wo new board sect i ons t hat arc used as l i f t s i n
several of the missions. Fecl free to incorporate ihesc board
sections into any missions you design for youself. You don't
have to use them as lifts
-
tley can simply bc dead end rooms,
perhaps containing an objective sought by onc or other side.
The other two sheets include a variety of ammo comters and
section cffect maJkers- Ammo counte$ are used to keep track
ofhow many shots or grenades you've
8ot
lcIt. Each time you
fire a shot or throw a grenade, hand over a counler to the other
player. If you've got reloads, take thc right number of reload
count ers. When you t ake a rel oad act i on, hand a rel oad
count er t o t he ot her pl ayer and hc' l l swap i t f or al l t hat
weapon's arnmo cormters.
Seclion effect markers are usedjust like flamer effect markers.
Lay t hem on t he board ! o show whi ch sect i on has been
auacked and then remove thcm when the effect is over.
The remai ni ng counl ers i ncl ude a number of bul kheads
-
these should be folded in rwo and glued back to back, and then
placed in a base ttrc same as a door.
216
217
These rules allow you to play games of Space Hulk with
Space Marhes on both sides. On one side arc Space Madnes
loyal to the Emperor, on the other the Traitor Marines vrho
turned to Chaos under the leadership of Watmaster Holus
during the Imperium's darkest how: the Horus Heresy.
At the end of the Heresy, the Traitor l,egions were banished !o
the Eye of Terror, an area of the galaxy satutated with walp
energy. The worlds at the cote of the Eye of Terror are ruld
over by Daernon hinces and Greater Daemons on behalf of
the Chaos Pow.rs and are called the Daemon \Yorlds.
Many of the Space Maines of dre l,egions that tumed from
the Emperor to Horus have survived the ten thousand years
since the Heresy, mutated teribly by their long contact with
Chaos.
Some, like Tzeentch's Thousand Sons and the Plague Marines
of Nurgle's Death Guard, have settled on
Planets.
The
Thousand Sons established themselves on a wotld now Lnown
as the Planet of the Sorcerels, undet t}le rule of theit kimarch
Magnus the Red, where many of them study magic and
become mighry
rffizard-Champions
of Tzeentch. The Death
Guard rule a Ptague Planet under their Primarch Mortalion.
From here the Plague Fleets carry followers of Nurgle to
inhabired planets where thefu destructive raids are invariably
followed by an outbrcak of a no less destructive contagion.
Some of the Traitor chapters never settled on a
Pladet,
wandering ftom one bafile to the next. The Space Marines of
the former Word Bearers, NiSht Lords and Alpha Legion
travel through the warp in this way and aie scattered
throughout the Eye of Terror and beyond. The warp tides
carry their spacecraft from one world to anolher. sometimes
t'ringinS them togethr in one place, more often dividing and
scatterhg them. They owe no specific allegisnce io any Chaos
Power alld may sometime,s 6nd themselves fighting old allies
or even each otlrcr.
Many of the Traitor Marines
join
up with warbands ld
Chaos Renegades. Raiding bands of Chaos Renegades
of the most saious threats to the lrnperium. The randonr
sysrem and notes on adapting the Mission Generatol sceui
from Deathwing to use Traitot Space Marines instead
This section contains rules on
Playing
with Spac
Terminator armoru or power dmour on both sides.
also a Traito! SDace Madne forc list to use witl the
Genesteale$. Plus a new mission and a new set of
Genetator scenatios specifically for Traitol Space
that can either be run separately or as a campaign.
THE TIMER
Both Imperial and Traitor players have time limits oII
turns. The time limits in games that feature Space Marins
both sides are longer than in traditional Space Hulk
because Human opponents are sliShtly slower
Cenestealers, giving commanden extra seconds of
time.
seemiflSly purposeless nature of their destructive raids
it very hard to defend aga.lnst such ruthless warrio6.
A player's time limit is based on how many models he
renaining on the board at the end of his enemy's tum'
how many Captains and Sergeans are leading them. Use
rules for ovr
sides can tr
sfir
rnodel's li
speakir
rnodel fi
wi l l i ng t o c
's
no need
your tlx
ine you've r
and the mar
importan! cl
that overwr
innins of Ux
example, th
The
one of his
si ght and f i
opt i on of I
but if h
and Fil
Some weapons
on the Weapon
Space Marine
enemy in ovefl
cnemy model is
n shoot
-
it's d
Both players a
of a Captain r
coulse, requf
have another sr
dice. An up er
conceal the cor
All t]rc rules f(
in Space Hulk
Space Marines
who interrupts
clock the mom
This means th
cornrnand poin
time to plan his
in this situatio
upon your oF|pl
that command
blocking line o
SPAC
Space Marhe
areas
-
places
Space Marin6
off dre board n
to move mtio
P
rciurange his 5
6
E
I
table below to calculate tle time limit. The 30 second
for a squad that has lost its SerSeant ap,plies regardless of
many Space Marines are left in that squad
-
it
doesn't ap,ply b squads &at didn't have a Sergeant in the
place (eg those led by a Captain).
SPACE MARINE VS SPACE MARINE TIMER T
Space Marines in Play Time Allowd
5 or ler$ .
,
.,,:
2.0O
6-10
I
' :'
l 1-1
3.00
Each Sergeant killed
The minimum time allowed is 1.30 regardless of the
of Space Marines and Sergeans.
Interrupting Play
The enemy
player can inLemrpt a player's tum whenever
wants to fire ftom overwatch, sPend cofiunand points,
line of sight ard so forttr. This is explained in greater detail i
the sections below. The important thing is that when a
turn is interupted, he has the option of immediately raking
clock ftom his opponent and stopping the timer. The mort
the interruption is over, he restafts the clock and quickly
it back.
StoDwatch
To play games with Space Marines on both sides, we've
it best to use a stopwatch of some sort. You need to be able
set a variable time limit and slop and restart dre clock duri
play. Most digital timets can do this, as can many clocks
wristwalches.
16 o! more
-0.30
58
218
COMBAT
OYerwatch
rules for overwatch remain vinually mchanged, although
sides can now place their models into this firing mode.
ember, a model can only take an overwatch shot
after tlle tarset model has taken an action in the
model's line oi sight and firc arc.
speaking, you should stop the clock whenever an
model fues from overwatch. However, if the players
willing to co-operate and take dreir dice rolls quickly,
's
no need to do this.
can never fire from overwatch in their own tum. If,
your tum, you spend CPs for a shot from a Space
ine you've already placed in overwatch, the overwatch is
and the marker should be removed.
important clarification to the Space Hulk overwatch rules
that oveiwatch does not actually take effect until the
of the enemy player's turn.
example, dre Imperial player places one of his models into
atch. The Traitor player then uses some of his CPs to
one of his Space Marines into the Imperial model's line
sight and fire arc. The Imperial model does not get an
shot ar the Traitor because it's still his tum. He has
option of spending his own CPs to fire at the enemy
but if he does so he loses his overwatch.
and Fir
me weapons are allowed move and fire actions, as indicated
the Weaoon Summarv Table. Move and fire actions allow a
Marine to move from behind a comer and fire at an
in overwatch before the enemy gets to fiie back. If rhe
model is killed by the move and nre shot, it dosn't get
-
it's dead before it can make an overwaich resporse.
COMMAND POINTS
players are given 1-6 corrnand points, and the presence
! Captain adds +2 to the score, as usual. This will, of
requi re an ext ra set of command chi t s. I f you don' t
another set, you can achieve the same effect by rolling a
An up-ended cup or cardboard screen can be used to
the corunand point score ftom the other player.
fie rules for using conrnand points against Cenesrealers
Hulk apply to battles between Irnpefial and Traibr
Marines as well. The only difference is that a player
intefupts his opponent's turn to spend CPs must stop t]re
the momeflt he does so.
means that a player dithering about how to spend his
points will essentially be giving his opponent more
to plan his actions for the rest of fie tum.
Quick
decisions
is situation are vital if you are to maintain the plessure
your opponent. Wi$ both sides being armed, you'll hnd
command points are often most useful being spent on
ing line of sight or moving out of the way of enemy fire.
SPACE MARINE ENTRY AREAS
Marine entry areas are similar to Genestealer entry
-
places where Space Marines can move into play.
Marines using a particular ent'y area should be lined up
board next io that enfy area, in the order they are going
into play. The Space Marine player can break up and
TRA]TOR SPACE MARINES
Moving onto the board costs I AP. Space Maines don't have
to move into play if they don't want to. They can lurk off-
board for as long as they wish,
just
like Genestealers. Space
Maines. however. are never forced !o lurk.
Enemy models aren't allowed to stand on a square next to an
entry area, When off-board Space Marines move into play,
they are allowed a move and fire acLion.
TURN SEQUENCE
The game proceeds in altemate tums,
just
like in a standard
Space Hulk game. Now, however, the two tums are identica-l.
Flip a coin to see which player begins the game. The tum
sequence rs:
I Command Phase
See Space Hulk.
2 Space Marine Action Phas
As in Space Hulk. Once you've frnished with your move
or time has nm out, start the endphase.
From this point orL you are giving your opponent time to
plan his move, so try to complete the next two phases as
quickly as you can.
3 Endphase
Remove any enemy section effect markers. These will
have been placed in the enemy's last tum.
4 Timing Phase
Quickly
calculate the time limit for your opponent's tum.
Set and start the timer. his squads in whichever way he sees ht.
59
219
!*"'T'RA'i
TRAITOR SPACE MARINES
The Traitor Termin*or Force List allows you to play alnost
all of the previously published Space Hulk Terminator vs
Genestealer missions as Irnperial vs Traitor games instead.
The exception to dds is the solo nission, Cloud Rwmer's Last
Stand.
PLAYING PUBLISHED MISSIONS
Before determining who controls the Imperial Space Madnes
and who contols lhe Traiors, decide which mission will be
played. Then flip a coin. The player who wins the toss chooses
which side he plays.
The Imperial player uses the force listed for the mission. The
Traitor player purchases a force of equal points value to the
I mperi al pl ayer' s. The new f orce i s used i nst ead of t he
Genestealer force listed in the mission, not in addition to it!
The strength of the listed Imperial force is determined by
calculating how may points it would cost to design the force.
For example, the standard squad ftom tlxe Suicide Mission in
Space Hulk is cornposed of 3 Space Marines with storm bolter
and power glove (1 point each), 1 Space Marine with heavy
flamer (5 points) and 1 Sergeadt with storm bolter and power
glove (2 points), for a total of l0 points. For convenience,
we've summarised the poinrs values for all the published
missiors in the Force Points Table.
FOR.CE POINTS TABLE
Missio! Points v
From Space Hulk
Suicide Mission
Exterminate
Rescue
Cleanse and Bum
Decoy
Defend
From Deathwing
Alarm Call
The Ship's l,og
'
Seek and Retrieve
Regroup
CAT Hunt
The Unloown Life Form
From This Book
Pirfdl
Delaying Action
Denzark's Hammer
Contact Revoked
*
The Last Stand
Break-In
The Cenerator
The Chapel
The Last Stand
10
10
20
20
20
20
20
21
')!,
18
l 0
l 8
l 8
58
' 10
l o
33
28
50
6'l
39
68
't8
224
32
64
64
64
150
75
't5
113
112
75
93
D6
I
2
3
I
5
6
Gnstalr InYasion
Ambush:
Regroup
Hammer crd Anvil
Search and Destroy
Ho'ld and Secure
The Final Conflict
Necromunda
**
Missions 1-4
-
? squads to a lotal of;
First Blood
No Way Out
Killing Ground
'
I nlerrogation
Missions 5-6
-
4 squads io a tot4l of:
Dvide & Conquer
Poison!
Sentinel V
r-rocKrnS nay
Strike Force
PLAYNi
GE\
rul es oul
Sce nar i o
i ng you' l
&
Countei-Anaak
The Patriarch
I coin to dq
Force Table.
ls! costint
dle can
cosong uF
-!
D6
3{
5-6
*
Corzcr Revokci is, of cd6c, alr@dy d6i8ned .s an Impea
vs T..itor misie but ee'vc included ils points v.lue
jn
cae
)e
wrnr b tty playing ir wil.\ diff@l f@6.
*'
Thc individu.l mission fiSulcs are
qn
.verage oi !he ror.:
.mdnr ro b. spled bdwd the nisids if you'rc playinS Lhr
.s . cdpai8n, i8noc the individual figua and calculatc ye
squad Lirt ro iI. tolal value listed as indicakn in the intloductron.
60
one a( I
220
TRA]TOR SPACE MARINES
I
E
PLAYING DEATHWING MISSION
GENERATOR SCENARIOS
rul es out l i ne how t o use t he Deat hwi os Mi ssi on
to desiSn your own Impedal vs Traitor games. Roll
the Scenario Table to determine which scerlalio from
you'll play.
SCENARIO TABLE
D6 Mission
1.
,,.., :.
Recon
'
2 Establishing a Perimeter
3 Perimeter Defence
4 Breakout
.
'
5 Saarch and Destroy
.::
:
6 Roll Again
a coin to decide who will play which side. Then roll on
Force Table. Each player designs a force from his own
list costing the number of points rolled.
Traitor
Relnforcements
r-2 20 2
3-4 25 2
5- 6
' '
30 3
playing the campaign, each player should design a complere
costing up to 125 points and rhen play through rhe
FORCE TABLE
D6 Total Points
Deployment
Imperial Space Marines are deployed normally. Traitors enrer
play at any of the Genestealer entry areas in the salne way as
Genestealers
-
except they come oll the board as models
rather ftan Blips.
The number of Traito! models that enter each tum is shown on
the Force Table under Traitor Reinforcements.
If the special rules for a scenado specify a different rate of
reinforcernent, follow the special rules.
Special Rules
All special rules apply with 0re following exceptions:
Space Marines can luk off-board just
like Genestealerc, bu!
are never forced to do so.
The Trailor player can only use an ambush counter if he has
not yet deployed all his Space Marines. When doing so, he
must pl ace one of hi s model s t o one si de. I t cannot be
deployed until after the cormter has been convetted.
When the ambush result counter is drawn, if it is a
Genestealer, the reserved model is deployed instead. If not,
the model is now ftee to be deployed as usual at an entry area
ill a subsequent tum.
Objectiys and Yictory Conditions
In any mission in which the Imperial player is rrying to
destroy a number of Genestealers, he gains victory by wiping
out the Traitor force.
Otherwise, objective and victory conditiors apply as stated in
the mission b'riefines.
ios one at a time, skipping Raid and Breakout.
6l
221
TRAITOR SPACE MARiNES
USING THE TRAITOR FORCE LIST
1, Roll on the Traitor Legion Table to determine which
Traitor Space Marine chapter the Traitor force is part of.
This will determine the number of Space Marines in each
squad.
TRAITOR LEGION TABLE
Number
D10 Traitor Legion Cham Power in Squad
1 Atphabgion
'
-
none. 5
2 Blackl,egion none 5
. 3
.
.,.::'Da'tdr Cuard
''
Nurgle 1
4 Emperor's Children Slaanesh 6
'5
r
Iron Wariiors
,,=
none . ,i
6 Night l,ords Khome 8
? Thousarid Som'.'.. tzeentctr,' 9
8 Wordbearets Khome 8
9 :.,:..:::::].:\vorld Ertbrs- KhorriE 8
:,
10
Group your Space Marines into squads consisting of
number of models corresponding to their
associated number, as given on dre Ttaitor Logiorl
For example, if a players' fqlce is part of a
l,egiorl the Traimr player must group his Space
instance. he would form a squad of8 and a squad of 6.
The foltowing !estdctions apply to designing
squads:
a) one Sergeant or Captain must be included in
squad.
b) a force may only have one Caprain
c) a squad may only have one Lib,rarian.
d) a squad cannot contain more than half the
Madnes with assault cannon ol heavy flamers in
force
(unless
there's only one, of course).
5. Check that rhe total value of the points you've
doesn' t exceed
l hg
maxi mum al l owed. I f i t
redesign your force until you can afford to pay for it"
The Timer
In Imperial vs Traitor games, use the Space Marine vs
Marine Timer Table to dete.mine how much time each
has to complete his move, Neither player can pay
increase the length of his tum as he could if he were
Genestealers in a raditional Space Hulk game.
SPACE MARINE VS SPACE MARINE TIMER T
Space Marlnes ln Play Time Allowed
5 or lers
'
'
6-10
3.00
. . : t 1. 15, .
'
4. 00
16 or more
5.00
into squads of 8, placing the lemaindet into a sit
sauad of their own. If he had 14 Space Marines'
Each Captain presenr .., +030
Each Sergeant killed
-0.30
TRAN
1 TRAI TOR
(
SWORO, AND
TBAIT(
1 TFAITOR I-
BOLTER ANC
t/
I
I
The minimum time allowed is 1.30 regaldless of the
of Space Marines and Sergeants.
TRAITORS VS GENESTEALERS
It's straightforward to fight Traitor Space Marines
Genestealer using the standard Space Hulk rnissions.
replace the Irnperial force with an equivalent Traitor force
consult the Force Points Table for rhe value of the forcL
When hghting Genestealers, add +4 points !o the total you'
got to spend as you've got to buy the time you get for
tum.
You can spend up to 4 points on fre timer. The anount of tifiE
you receive depends on how many points you spend arrd hot
many Captairu or Sergeants you've got in youl force.
SPACE MARINE VS GENESTEALER TIMER TABLE
Number of
Captains and
Sergeants 0
D 2.30
Not. rh.t if ydr'vc rludy got otre 6 mole tquds of Tniior Sp.e
Marires p.intei for. .p*ijic ch.pter, fe.l fte to linply ch6c
rh.t .hlpter hr the bll on th. trblc.
2. Select your Space Marines ftom those listed.
fuuip
each
Space Marine with any weapon upgrades or reloads from
the Options section of the appropriate box. Rules fol the
new weapons (autocannon, conversion beamer, missile
latmcher and grenades) are given elsewhere in this book
-
theil rolls to kilVdestroy are
Siven
on the Weapons
Summary Table.
62
Roll again
2 1.00 1.30
3 1,30 2.OO
Points Spent
1234
2.00 2,30 3.00
230 3.00 3.30
3.00 3.30 4.00
2.00 2.30
oPnoNs
INCREASE T
MASTI
(NB if using i
Geneslealea
1sl l6vel of
F
ol 4lh level.)
As usual, the time allowed for the turn is reduced by 30
seconds for each Sergeant or Captain that is killed during the
game, to a minimum of 30 seconds.
,q r%1
222
TRAITOR SPACE MARNES
TRAITOR CAPTAIN
-
5 POINTS
t TRAI TOR CAPTAI N WI TH STORM BOLTER, POWER
Sar,ORD, AND POWER GLOVE WITH GRENADE LAUNCHER
THAITOR LIBRARIAN
-
14 POINTS
1 TRAI TOR LI BRARI AN (MASTERY LEVEL 1) WI TH STOBM
BOf,TER AND FORCE AXE
oPnoNs
cosT
INCREASE LIBMRIAN'S LEVEL OF PSYCHIC
MASIERY (iIAX4TH LEVEL) 5 PER LEVEL
(NB it using lhe Deathwing rules lor Librarians rathr than th tull
denestealer osvchic rules. a Traitor Librarians cosls 4
points at
1$ levelof
piyihic maslery, +3
points pr level up to a matimum
of 4h level.)
TRAITOR SPACE MARINE
-
1 POINT
1 TRAI TOR SPACE MARI NE WI TH STOFM BOLTER AND
POWER GLOVE
oPTtoNs
cosT
FEPLACE STORM BOLTER WITH:
AUTOCANNON
1
ASSAULT CANNON (1 RELOAD)
4
CONVERSION BEAMER
2
HEAVY FLAMER
4
MISSILE LAUNCHER
2
REPLACE POWER GLVE WITH CHAIN FIST 1
REPLACE ENTIRE ARMAMENT WITH:
LtcHTNtNG CLAWS
FREE
THUNDER HAMMER AND STORM SHI ELD FREE
1 HEAVY FLAMER RELOAD
2
1 OR 2 ASSAULT CANNON RELOADS 1 EACH
EOUIP TERMINATOR WITH GRENADE HARNESS
AND UNLIMITED BLIND GRENADES
1
SERGEANTS
REPLACE SPACE MARINE WITH SERGEANT
ARMED WITH STORM BOLTER AND
POWER GLOVE
EOUIP SERGEANT WITH POWER SWORD
EOUIP SERGEANT WITH GRENADE HARNESS
AND UNLI MI TED BLI ND GRENADES
o-J
223
TRAITOR SPACE MARINES
Since the aftermath of the Horus Helesy, the vanquished
forces of Chaos lmown as the Traito! ligions have managed
to survive the wrath of the Emperor by taking refuge deep
within the Eye of Terro!. Upon occasion, these formidable
foes of the Imperium leave the relative safety of the Eye,
making deep stabs into Imperial territory, foraging for the
means to satisfy their thirst for conquest and revenge.
The AdeDtus Astartes is aware of the threat the Traitor
l,eSions pose and several Imperial ships diligently parol the
reaches of space sulounding the refuge of drese most deadly
of enemies. Nothing inspires more righteous anger in the
Imperial Space Marines than the Traitors who long ago sided
with Horus.
After an initial ship-to-ship fight, if the enemy craft is still
intact, the victors often send their Terminators to board it.
This involves a faii amormt of risk, however, as the invadeF
are usually met by their opposite numben and the attackers
may soon become the defenders.
STARTING PLAY
The following scenarios are designed to be used with the
Deat hwi ng Mi ssi on Generat or t o si mul at e t he si t uat i on
described above. To play any one of them, follow the siepby-
step procedure described below. If you want to play all the
scenarios as a campaign, also see the rules in rhe following
section of the book.
1. Flip a coin. The wimer chooses which side he controls.
The loser chooses whether he's the attacker or defender.
2. Generate the board layout and set up the board as
outlined in Deadrwing.
3. Roll on the Scenario Table to dtermine which scenario
to play. (If you've already played some of the scenarios,
feel free to resfict your choice to new ones.)
4. Each player designs a force costing 20 points.
5. Each player chooses up to two enry areas
-
similar to
Genestealer entry areas
-
via which his models can enter
play. The defender chooses first.
6. Play the game using the guidelines for special rules,
objectives and victory conditions given in the Traitor
Terminator Force List section.
THE SCENARIOS
In each of the scenarios listed below, the doors are equipped
with security locks and can only be opened by the defenders.
The attacke$ can attack 6nd destoy the doots as usual.
SCENARIO TABLE
D6 Mission
I Boarding Action
2 Destsoy the Engines
3 Take the Bridge
4 Capture dre Arsenal
5 Self.Desrucdon
BOARDING ACTION
After $e defender's ship has been sufficiently damaged.
anacker launches boarding torpedos inlo Lhe crippled
In order to successfully eradicate his opponent's forces
capnue their craft, the anacking player must first establish
indisputable foothold upon the enemy ship.
It is during the boarding actioq however, that the attacker
most vul nerabl e. I f hi s advance f orce i s dest royed,
defender may be able to launch a cormter-offensive.
Although it would often by more prudent to simply blasl
defeated enemy ship to atoms, the potential rewards
capturing an opponej,rt's craft are usually worth
consi derabl e ri sks
-
t here may be weapons t hat can
salvaged or ancient technology to be recovered.
Objective
The attacker must secure the defender's entrv areas.
establishing a foothold on the enemy ship. If the def
Space Marines are wiped out to a malL the
Same
is over
-
attacker is easily able to secrue the defender's enry areas o
he is unopposed.
Speci al Rul es
Bbth players can secure entry :!te:rs. The defender can
ambush cotmters.
Victory
The attacker wins by securing the defender's enFy areas.
defender wins by destroyinS the attacker's forces bcfore
accomplish *reir task,
1
The bridge is *t
&fender co-ordi
ofren dispatched
&fender's effort
Objective
The attacker is i
over the comma
m geotile 10.
Special Rules
Borh players ca
inbush counle.
The defender m,
U he wants, the
rhe empty squa!
come onto the b
Victory
The attacker m,
leotile
10. The
CA
Another metho<
aa capnue theit
limited to the i
Soon assault c:
srd the defenct
ObjectiY
The attacker is
W
geotile ?. T(
Special Rule!
Both players c
rrnbush counte
The defender n
lf he wants, lh
in fte empry s{
cDme onto the
Any target efl
geotile 7 or anl
in or into
Seol
The resulting t
geotile 7. With
rulomatically i
models within
Victory
The attacker
defender's for
&stroyed bu! l
lhe attackers d
When things l
option left: rc
Though they
'
foes will die u
ObjctiYe
The defender
on geotile 10 I
DESTROY THE ENGINES
After boarding, the Terminator force's next objective is
make sure the enemy ship can't get away. To rhis end,
attackers often attempt to disable the ship's engines so lhat
carurot hope to proceed under its o*n powet. After thc
h6s been cleansed of the enemy presence, it will be to
back to lhe attacker's fortress.
ObjectiYe
The attacker must disable the ship's engines. The easiest *
is to desnoy one of the vital control panels
-
lepresented
the cryogenic tanks on geotile 10.
Speci al Rul es
Both players can secure entry ateas. The defender can
ambush cormters.
The defender must set up ge.tile 10 if it has not already bccl
placed.
The ship's engine confol panel can be destroyed beyord
repair in the same way as a door. If this happens, flip thc
cryogenic tanks cormter over. A desuoyed control panel dot
not become rubble. It still blocks movernent and LOS .
Victorv
The atticker must destsoy the ship's ellgille control pane] !o
win. The defender wins by eradicating the attackers befote
thev achieve their obiective.
&
Abandon Ship
224
TAKETHE BRIDGE
bridge is the spacecraft's b'rain, the centre ftom which the
co-ordinates his ship's defence. Attacking squads are
dispatched to capture or disable il thus hampering fte
's
effons to motivate his forces effectively.
jective
attarker is trying to take the kidge and establish control
the command centre
-
represented by the cryogoric tanks
geotile 10.
Rul es
players can secure entry areas. The defender can use
counten.
defender must set up geotile l0 if it has not been placed.
he wants, the defender may deploy up to 7 Space Marines in
. empty squdes on geotile 10. The remainder of his forces
onlo the board normally.
attacker must desEoy the defender's forces and occupy
10. The defender wins by eradicating the attackers.
CAPTURE THE ARSENAL
method of hamstringing an enemy force is to destroy
capture their arsenal. If an aftacker dos this, *re defender is
d to the ammunition his Space Marines are carrying.
assault carmon and heavy flamer reloads become spent
the defence crumbles under the relendess onslaueht.
jectiYe
attacker is attempting to captrue the arcnal
-
represented
geotile 7. To do this he must kill all of his of'ponerrts.
Rules
players can secure ently areas. The defender can use
countets.
defender must set up geotile 7 if it has not been placed.
he wants, the defender can deploy any of his Space Marines
rhe empty squares on geotile 7. The remainder of his forces
orlto the board nomally.
t arSel ef f ect shot t hat does not hi t a Space Mari ne i n
7 or any sector effect shot besides a blind grenade lued
or into geotile 7 sets off the ammo on a ioll of 2 or more.
resulting explosion automatically destroys everything on
7. Within 12 squares of the geotile, doors are removed
and Terminators are killed on a 3 or more
-
all
withh 12 squares have to be rolled for,
attacker gains a complete victory by eradicating the
ender's forces. He gains a parLial victory if the arsenal is
but his force is defeated. The defender wins if all of
attackers die without the arsenal being desuoyed.
SELF-DESTRUCTION
things look hopeless for the defenders, they have one
left: to activate the ship's self-destruct mechanism.
rgh they will likely be killed in the resultant blast, their
will die wift them.
jective
&fender is trying to activate the self-desFuct mechanism
TRAITOR SPACE MARINES
Special Rules.
Both players can secue entry areas. The defender can use
ambush cormters.
The defender must set up geotile 10 if it has ndt ben placed.
The cryogenic tar*s counter on geotile l0 is not used in ftis
mission. Instead, place the ship's log counier on the cente
square of the dead-end room. All rules for the log frorn The
Ship's l,og in Destiwing spply.
The self-destruct mechanism is located within the lectern
upon whi ch t he shi p' s l og rest s. The book must f i l st be
removed before the device can be activated. This is so tha! if
the ship is to be destroye.d, the log can easily be rescued. It
costs 2 APs to remove the ship's log and a further 4 APs to
activate the self-destruct mechanism,
After the device is triggered, the countdown to self-
desftuction does not become irreversible for l0 tums,. Up
until that point, the device may be shut off at a cost of 4 APs.
Yictory
The defender wins if he manages to irreversibly set off the
ship's self-destruct mechanisnis.'The attacker wils if he
manages to prevent this from happening either by killing all
the defenders before the mechanism is set or by tuming it off
within 10 tums of it being set.
ABANDON SHIP
Immediately the self-destruct mechanism is triggered, the
anacker's ship disengages itself frorn the defender's ship in an
effort to put eriough space between ihem before the explosion
occurs. More than likely, it will do this. Any Space Madnes
left on board the doomed ship, however, are on their own.
At each of the two entry areas fardrest away from the self-
desruct mechanism are a bank of lifeboats. Any Space Marine
who manages to exit :he board at either of these two points
within 20 tums will be able to board a boat and
jettison
it from
the ship in time lo sunive the explosion.
Any Space Marine still on board after 20 tums dies in the
ship's fiery blast.
Objective
Both playels arc trying to get more Space Marines off the ship
than their opponent.
Special Ruls
Both players can secure enry areas. The defender can use
arnbush countels.
The defelder must set up geotile 10 if it has not already been
placed. The exit arcas to the lifeboats are the two entry areas
farthest away ftom the arrow on geotile 10. If two or more
entry areas are equally distant fiom the arrow, randomly
determine which ones to use.
The attacker's ently areas are the two nea.rest the arrow on
geotile 10. If two or more entry areas are equally fa.r away, the
defender chooses which areas the corridors will be artached to.
If he wants, the defender can deploy up to 12 models in the
empty spaces on geotile 10. Any other ofhis forces may only
be bnought onto the board via the two entry areas closest to ihe
arrow on rhe geotile the attacker has not alieady chosen as his
own.If two eligible ently areas are equally close to the arow,
the attacker decides which ones can be used by the defender.
Victory
After 20 turns, add up the points value of the Space Marines
who escaped for each side. The player who managed to get the
grealest points total of Space Marines off the board wins. geotile l0 and escape with the ship's log.
65
225
TRA]TOR SPACE MARINES
This cairpaign links together all of the preceding scenarios to
simulat a complete boarding action ftorn the initial invasion
of the defender's ship to the final resolution.
THE FORCES
Each player designs a master force roster costing up to 150
points in total. A player's roste! tepresents the forces at his
disposal for the campaign.
Before a scenario, each player slects a number of his squads
to take Dart in the mission. The value of the fielded force
carmot exceed 40 poins. A squad may not be selected if any
of its members took part in the last scenario played. The
exception to this iule is Abandon Ship (see below).
After each scenario, each player updates his master force
rcster, noting any casualties his forces have suffered. Unless
othelwise, state4 ammunition is auomatically replenished at
the end of each scenario (if you're using the Deathwing
Librarian rules, psi points are also aulomatically replenished).
Between scenarios, the player is allowed to break up and
reallocate his squads as he likes. No Traimr squad can have
more Space Marines in it than is Power's associated number
(ie 8 for Khorne, 6 for Slaanesh, 7 for Nurgle and 9 for
Tzeertch). Similaly, no Imperial squad can have more than 5
Space Marines in it. A squad can never be composed of more
thaa half heavy weapons (ie autocannon, assault cannon,
conversion beamef,s, heavy flamers and missile launchers).
Breaking the Enemy Forc
Because a squad can'r rake part in two missions in a row,.it's
possible to defeat the enemy without killing all his Space
Marines.
A force is broken if the player has no models allowed to play
either because they've all been killed or because they all took
part in the last scenario. Once one or other side is b'roken, the
campaign ends.
THE SCENARIOS
The campaign always begins with Boarding Action
described below. After one player has successfully
the other's ship, the attacker decides rphich scenario is o
played next ihoughout the campaign
(exceptions to this
outlined below). He must choose ftom Destroy the Engi
Take the Bridge, Capture iie Arsenal or Search and
(ftom Deathwing).
If at any time the engines, bridge or arsenal are all
destroyed or under the control of the attacker, the anacker
only choose to play Search and Destroy until either one side
the other is b,rokeq thuspnding the game.
Replaying Missions
lf the arbcker wins Destroy the Engiires, Tale the Bridge
Capture the Arsenal wi0lout the target being destroyed,
defender can later replay any of these m$srons rn an
to regain control,
At any point between games, the defender can override
attacker's choice of the next scenado and choose to replay
eligible scenario (ie one the defender lost in which the
remains undestroyed).
He can also choose at any time to play Self
instead of the attacker's selected scenario. If Self
is successfully completed bry the defender, play moves
Abandon Ship, afier which the campaign ls over.
If fte attacker loses Destroy the Engines, Take dre Bridge
Capture fte fusenal, he can also choose replay it provided
target wasn't destoyed, If the target is destloyed, the
camot be reDlaved-
Board Layout for Replays
Any time a scenario is replayed, the same board layout is
Scenarios do not have to be replayed immediately
-
games car be played in the interim. However, it is up to
loser of the rnission to lecord the board layout before it
broken uo so that it can be reconsFucted later if he wishes
attempt the scenado again. This is easily done by mapping
placement and orientation of the geotiles originally used
generate the board.
If dre defende! chooss to replay a scenario, each side
where the other nomally would. This is because the
is now in contsol of the area and the defender is the one
to capnfe ir. Otherwir the scenario is played as w tten.
If the attacker chooses to replay a scenado, deployment is
same as usual
-
the attacker is still trying to captute the
SPECIAL RULES
The following additional rules apply to each scenario
played as part of the campaign.
Boarding Action
This scena o must be played until the attacker manaSes lo
wirr, Between repeated games of this scertario, any secured
entry arqls become unseaued by the defender's forces.
The attacker cr
board layout or
of the enerny r
design a new b
Ioses more thi
layouts (provi
layout for each
After the attacl
then choose tlx
Destroy th |
The attacker dr
he'll keep coflt
Take the Bri
If the comman
counter) is desl
gets a
-l
CP
I
However, if rl
rcmove the p{
centre can be
door. A destro)
still blocks mo'
Capture the
Again, the ant
control of the s
if the arsenal i
defender's ar r
me:ms thal wer
irssault caumon
Self-Destruo
Play these sce
described in A
6
226
TRAITOR SPACE MARINES
ff
t
s
The attacker can choose to replay the scenario with the same
board layout or can choose to launch his assault on a diffetent
of the enemy ship. If he decides to attack a different area,
design a new boald using the geotiles as usual. If the attacker
loses more than once, he can choose any of the ptevious
layouts (provided he has recorded them) or design a new
layout for each game.
After the attacker successfully completes the scenario he may
then choose the nexr scenario as described above.
Destroy the Engines
The anacker does not have to destroy the engines. heferably
be'll keep control of them until the end of the campaign.
Take the Bridge
If the comrnand centre (reptesented by rhe cryogenic tanks
.ounter) is destroyed or capfured by the attacker, the defender
a
-l
CP penalty for the remainder of the campaign.
wever, if the centre temains intact, the defender may
e the penalty by retaking the bridge. The command
can be attacked and destroyed in lhe same way as a
A desftoyed command centre should be flipped over
-
it
blocks movement and line of sieht.
re th Arsenal
the anacker will prefetably be able !o gain and retain
of the arsenal until dle end of the campaign. However,
the arsenal is destroyed or conftolled by lhe attacker, the
's
arnmo is not replenished between scenarios. This
that weapons rrith a limited amount of ammo, such as
cannon and heavy flamets, will eventually run out.
hasn't been turned off 10 turns after it's triggered (ie rhe
cormtdown has become irreversible) proceed to Abandon Ship
leaving the board layout intact and the mode)s in place. Also
keep track of which model has the ship's log.
At this point, both players bring the rest of their forces onto
the board in an effort to get them off the ship as quickly as
possible. Each playe! queues the remainder of his Space
Marines up behind his entry areas/corridors in the order in
which they enter play, Note that points are awarded for
escaping with the ship's log.
WINNING THE CAMPAIGN
The campaign is over if either player's force is broken or the
ship is deshoyed.
After the campaign is ended, total up each player's score llom
the table below and determine who won. The player with the
highest grand lotal is the victor.
CAMPAIGN SCORE TABLE
Accomplishments Points Awarded
For each xenario won l0
Ending the game in control of an
undarnaged:
b,ridge l0
engine room 10
arsenal l0
Breaking the opponent's force l0
Escaping with the ship's tog 10
Each surviving Space Marine equal to his
initial poins cost
-Destruction
and Abandon Ship
Lhese scenarios consecutively, laying out the board as
in Abandon Ship. If the self-destruct mechanism
67
227
Contract Revoked
New Units: Traitor Terminators
228
TRAITOR SPACE MARINES
Contract Revoked is set in a topsecret Inquisition Libraium
situated in a small self-sufficient space station hidden well
within an asteroid belt circling a remote unpopulated star. Its
anci ent l i brary cont ai ns some of t he I nqui si t i oo' s most
valuable and danSerous vdlumes on the workings of Chaos.
The information they contain is so powerful that only one
copy of each volume exists.
Over the millermia, the hand-written volumes have been
regularly replaced by new copies meticulously &awn by the
Librarium's scribes. Decades ago one such scribe, Brcther
Jacques, twned toward the seductive power of Chaos and
began !o study the ancient works for theit own sake. He was
soon di scovered by hi s superi ors but managed t o avoi d
capture by hastily making a pact with a Daemon of Nwgle, the
Great Unclean One, Maggotgurgle Pukeslime.
Jacques pledged ttre Daemon his soul in exchange for escape
and subsequeflt power. A written copy of the contracr ibelf
was hidden away in the Librarium, encoded dep within one
of the lhousands of books. Jacques' plan worked. Once away,
he fled into the Eye of Terror and the eager arms of his
overlord, joining the ranks of the Death Guard Trailor l,egion
ofNurgle.
The game begirs with Jacques' retum to fte Lib,rarium where
his fall from honour began. hrkeslime, by way of a sinister
joke,
has given the ex-scribe an opportunity to win back the
right to his soul. All he has to do is recover the book within
which the original contract lies, desfioy the Librarium's other
volumes and escape the outpost alive. To aid Jacques in his
mission, the Great Unclear One has govided him with two
squads of Traitor Terminators.
Wi t h such a powerf ul f orce at hi s di sposal , Jacques i s
expecting to encounter litde or no lesistance. After all, the few
aged scribes that were residing there when he left could
provide no match for fifteen Death Cuard Terminators. But
unknown to the Traitor, the Inquisition had consulted the
Irnperial Tarot and predicted that he would retum.
A special honour guard composed of the best Terminators
from each of four different Space Marine chapters has been
posted at the station. Pukeslimq ofcourse, hrew this when he
challenged the ex scdbe to ftee himself from his obligation.
Brother Jacques didn't discover the Irnperial Space Marines'
presence until he and his Terminalors arrived at the Liblarium.
He now faces a desperate battle against some of the finest
warriors of the Imperium. And if he fails, he forfeits all.
OBJECTTVES
The terms of Jacques' deal witi Pukeslime are very specific.
To revoke his contract, he must find the conEact, bum thc
library and then escape. To locate the book containing the
contract, Jacques himself must search the Librarium. Once
he's found the book, the Librarium's other volumes must be
thoroughly burned. Of course, this means nothing to him
uiless he manages to get a*ay.
The Imperial forces are trying to stop Brother Jacques by
killing him and saving the Librarium.
68
IMPERIAL FORCES
The honour guard consists of 4 squads of Tenninators.
squad chosen from one of the four gteatest and
renowned Space Mari ne chapt el s: t he Bl ood Angeh
Ultramarines, the DarkAngels and the Space Wolves.
Only Squad Amael is in play at the start of the
Samc
rernaininS squads ente! play as outlined below in Dep
Squad Amal ofthe Blood Angels
1 Sergeant with storm bolter and power
8love.
4 Space Marines wi0r slorm bolters and power gloves.
Squad Bndict of the Ultramarines
1 Sergeant with storm bolter and power glove.
I Space Marines with assault cannon and power glove,
3 Space Marines with storm bolters and powet gloves.
Squad Hezekiah of the Dark Angel's Death\'rin!
I Sergeant wirh storm bolter and power glove.
1 Space Marines with lighErins claws.
I Space Marine with thunder haruner and storm shield.
2 Space Marines with slorm bolters and power gloves.
Squad Dant of the Space Wolves
I Captain with storm bolter, power s\yord, and po*e:
with grenade launcher.
1 Space Marine with assault cafflon and power glove.
1 Space Ma ne with heavy flarner and power glove.
2 Space Marines with storm bolters and power gloves.
Al l t he I mperi al Space Mari nes except t he Capl
equipped with grenade hamesses firing blind grenades
TRAITOR FORCES
The entire Traitor force begins the gatne in play.
The Traitor force comprises 15 Death Guard T
including Brother Jacques.
Brother
Jacques
1 Space Marine with storm bolter and power glove
Squad Pestilato
1 Captain with storm bolter, power sword, and po* er
with grenade launcher.
2 Space Marines with assault cafflon and power gloves.
I Space Marine with heavy flatner and power glove.
3 Space Marines with storm bolters and power gloves.
Squad Bubonicus
I Sergeant with stolm bolier alrd power glove.
1 Spac Marine with assault carmon and power glove.
I Space Marine with heavy flamer and power
8love.
4 Space Marines with siom bolters and power gloves.
2
.q
lFf
l -
All the Traitor Space Malines are cquipped with
hamesscs firing blind grenades.
229
Q
ooor
lmperial Space Marine
Entry Area
Trailor Space Marine
Deployment Area
T
TRAITOR SPACE
MARINES
230
231
232
Denzarks Hammer
233
NEW MISSIONS, WEAPONS AND RULES
frIER
,'
&E
. '
rl
I
Eureka: a medium-sized planet in the Owa system containing
an amazi ngl y-ri ch ast eroi d bel t . A pl anet t hat has been
contarinated with a heavy Genestealer presence.
When the Cenestealers took over the system, the Imperial
Guardsmen garrisoned there were overcome within hours.
They did however raise ihe alarm.
The first Imperial forces to reach the planet were twenty
Legiones Astartes of the Ultramarines, summoned by the
signals form the last uncontaminated base.
Space Marine Commander Denzark studied the defenders'
lnal banle repors. By his side stood Friedrich Chanat, senior
Adept us Mechani cus and commander of t he base. The
holographic display showed an overview of the Owa system.
The huge gas giant at the cenue glowed with a faint li8ht, a
stark contrast to the hundreds of bright red pinpicks that
dorrcd the rest of the display. Each of the dots represented a
mine or rehnery in Genestealer hands, Alone among them was
a single green speck
-
the basc where they were now sttnding.
With so few men at his command, Denzark was at a loss ats to
what he coul d do. He l ooked cl osel y at t he hol ographi c
display for the dozenth time, hopinS for some inspiration.
'"This
vessel?" Denzark poincd to the scarlet line edging its
way inlo geostationary orbit high above Eureka's surface.
"That's the tug, si. It isn't a ship as such. Simply a fusion
engine and crew quaftels anached to the ore which has been
welded into one massive block. It's over ?00 yards wide and 2
miles long and cootains thousands of millions of ons."
"Interesting. What do you imagine it would do io that?"
For a moment Chanat was confused. Then realisation dawned
-
Denzark was pointing to the warrn grey orb that represented
the planet. He meant, what would it do to Eueka!
Commander Denzark immediately launched an audacious
attack on the tu8. By capturing the tu8, he could redirect the
massive chunk of ore to impact onto Eureka's surface with the
force of a hundred thousand fusion bombs. The resulting
destabilisation of the planet's orbit, the atmospheric pollutiorl
and the rapid onset of the greenhouse effect would destroy the
Cenestealer population totally.
However, the tug had itself been captured by Genestealers.
They had captured the main contol areas of the tug and wete
massed in the sepaate module containing the ctew quafiels.
OBJECTIVES
The t arget room represent s t he t ug' s bri dge. The Space
Marines are trying to reach the bridge to
jettison the crew
quarters (not shown on the map). Once these have gone, the
Space Marines simply have to hold dre b'ridge and mop up any
last Genestealers. The Genestealers are trying to defeat the
Space Marines to save their forces on the planct below.
FORCES
Space Mari nes
Two uctical squads of Space Marines in power armotu.
78
Squad Nathaniel
I Sergeant with bolter and plasma grenades.
I Space Marine with flarner
(1 reload).
I Space Marine widlmissile launcher: ftag and crack missiles.
7 Space Marines with bolters.
Squad Thaddeus
I Sergeant with bolter and 8 melta-bombs.
I Space Marine with flamer
(1 reload).
I Space Marine widr missile launcher: ftag and crack missilcs.
7 Space Marine,s with bolters.
Genestealers
The Genesiealer play& begins the game with 2 starting Blips
He gets 2 Blips reinforcements each tum. The Cenestealer
player uses the basic Blip set. He cal use ambush counters if
he chooses.
DEPLOYMENT
Space Marines
One full squad in each of the marked rooms.
The Spac Marlnes move first.
Genestealrs
Blips may come on at any of t}re marked entty arcas.
SPECIAL RULES
Space Mari ne Ti mer
Bi cause Commarder Denzark i s personal l y cont rol l i ng t hc
operation from the base, the Space Marine player starts with 3
rninutes and 30 seconds each tum. As usual, the loss of a
Sergeant reduces the Lime by 30 semnds.
Jetti soni ng
the Crew
Quarters
The target r-oom reptesents the tug's bridge. Jctlisoning t-hc
crew module is an action that can be performed by a Space
Marine anywhere in the rcom. The action costs 4 APs.
Once the quafters have been
jettisoned, the Cenestealels stop
getting reinforcements as their remaining forces are cut off
The Genestealer player must finish rhe
Sarne
with whatever
forces are on the board. If there aren't any left at this point, fte
game ends with a Space Marine victory.
Damaging th Tug's Controls
After the crew module has been
jerdsoncd, the Cenestcaler
player can only win by causing drastic damage to the tuS s
controls to prevent the Space Marines ftom redirecting it
against the planet. This car be done by reaching thc bridge
and attacking the wall opposite the door in close combat. Tle
anacking Genestealer rolls as though it were attacking a door.
requiiing a 6 to destoy the controls and win ihe garne.
The Cenestealer player c:m't attack dle controls rmtil the clew
quarters have been jettisoned
-
until this point tlere's still a
chance of wi nni ng by def eat i ng t he Space Mari nes and
retaining control of the tug.
The Space Marine player can't fire a flamer irto the bridge
rmm
-
doinS so would damage the tug confols so he couldn'!
jettison the crew quaiers or redirect tlle tu8 !o imPact on the
planet and would automatically lose him lhe game.
Grenades an
If this is the S
Marines in pov
launchers, he r
those used wh,
aSree to reduce
tum to makc l}r
Once he' s got
aSain with 2 Bl
234
NEW MISSIONS,
WEAPONS
AND RULES
and Missile Launchers
l ::^g::.S"
hang of rhe new rul es, pl ay rhe mi ssi on
wrm
z Dltps per tum reinforcements
for a real challenee.
YICTORY
3: lli::
Mll"
ol"yer
w_ins by jerrisonms
rhe crew quaflers
ano navt ng at l east one Space
Mari ne al i ve on6. g al l , 5.
uenesEalers
on the board are dead
_
he can now program
rhe
tug to crash into rhe planel
The^Genestealer
player wirs by killing all the Space Marines
Derore lney can
Jettison
lhe crew quarlers.
Th; 6enestealer
ll:1,":*..
a parual liclory
by desrroying
r}le tug,s conrols
arler the crew quarters
have been
jettisoned.
79
235
NEW MSSIONS, WEAPONS AND RULES
These rules cover the weapons used by Space Marines in
powe! armour and Trai t or Termi nat ors. Some of t hese
weapons have aLeady been covered in Genestealer
-
Ote rules
are repeated herc for corvenience.
The rolls needed to kill a model or destroy a feature for all
these weapons ald grenade t)!es are given on the Weapons
Srmrmaiy Table elsewhere in the book.
BOLTER
Bolters are the standard issue Space Marine weapon. They 6re
boltJ or shells with explosive or armour-piercing tips. Bolters
work in a sirnilar mamer to the larger stom bolters used by
Terminato6 but only roll one dice instead of two.
They are capable of sustained fire but their maximum bonus is
lower
-
they get +1 to hit for the first shot and 12 for all
subsequent shos against the same target. For ex:unple, against
Gencstealers and Hybrids, dle rolls neded to kill are:
Sustained Fire Genestesler Hvbrid
First shot 6 4
Second shot 5 3
Third afld suticequent shors
'
4 2
OYerwatch
Boltcrs in overwatch roll one dice per shot. They have a much
lower rate of fire than storm bolters so they don't
jarn
in
overwatch. The only way the fircr can lose overwatch dwing
the enemy tum is if he is attacked in close combat, or moves
or tums by spending command points.
FLAMER
The ordinary flamer caried by Space Marines in power
armour is a small, light weapofl. It is fred using eiiher one ot
both hands and works in much the same way as the heavr"
flamer carried by Terminalors.
Almost all the rules for heavy flamers aF,Ply: the flamer has 6
shots, a range of 12 squares, each hit affects an entie boatd
section and blocks line ofsight. Use the heavy flamer marked
you've already got from Space Hulk for these weapons.
The rnain difference is that the basic flamer is a less powerful
weapon and its rolls to kill are reduced. Flamer hits against
Genesteale$, for example, only kill on a loll of 4 or morc
rather than on a roll of 2 or more for heavy flamers.
Space Marines arned with flamers usually carry one leload
for thei weapons. Reloading coss 4 APs. The Space Marhc
ges a new stack of flamer markers taking his total back up l,o
5. If any marke$ wele remaining from the previous load the;-
are lost
-
the flaner has a maximum of 6 shots per load.
Flamer Hits on Space Marines
You' l l not i ce t hat on t he new Weapons SummaryTabl e'
figures are given for flamers and heavy flamers killing Space
Ma nes and Teminators. This is because in Space Marine !5
Space Marine
8ames,
these weapons will inevitably be tumod
on the enemy Space Marines. The rules fol fighting Spacc
Marines vs Space Marines are covered elsewhere in this book.
The rules for surviving flamer hirs are the same for Spac.
Mari nes as f or Genest eal ers. That i s t o say t hat a Space
Marine who survives a flarner hit can move fteely aJound thal
board section or leave it arrd move to an unaffected board
section. As usual, Space Marines ouside the affected scclion
can't move into it.
Note that a Space Marine camot f e a flamer ol heavy flamr
into a section that contains another model from his own side.
No Space Matine would deliberately sacrifice the life of a
brother Marine by flaming him. This applies to games againsl
Cenestealen as well as io games against other Space Marines.
AUTOCANNON
The aut ocannon i s a l arge-cal i bre gun whi ch f i t es hi gh-
velocity mass-reactive explosive arnmunition. This gives fte
weapon a hefty recoil and the firer must brace himself firmi-v
to take the shock,
Within the confines of a space hulk the autocannon has an
unlimited range but is particularly effective at closer ranges
where it can lay down an impenetrable hail of fire making usc
of its larSe anununition supply.
Because of the massive recoil a model hring an autocannon
must be halted. Move and file actions are not possible. It cosls
1 AP to fire an autocannon.
Sustained fire bonuses apply to autocannon. This mcans that it
is possible to have an automatic hit. For example, against a
Terminator at close range, the fourth shot will need a 1 or
better !o kill
-
this means the Terminator is hit aulomatically.
I
The convers
works by cot
up slowly, in
proj ect or. /
convet si on
explosion.
Thi s make:
massi vel y- r
instantly ea,
doors.
The firer ml
becomes unf
weat boot s i
firing positio
Because of
conversion I
move and fir
i t ' s i mpossi
several sho
ur imilcd.
These are bl
missiles arm,
l auncher i s I
crack missile
can be selectl
doubl e-char1
armour. Plas
flesh boiling
I t cost s 2 Al
weapon s bul
AII missile la
of crack and
firing musl sa
Different t)?
the same lur
Iaunche$ reo
Crack Miss
Crack missile
appropriate r(
Plasma Mis
Plasma missil
board section
effects are ne
bl ock nei l he
rcnahs on th
80
236
NEW MISSIONS, WEAPONS AND RULES
CONVERSION BEAMER
The conversion bearn projector, also known as the bearner,
works by converting rnatter into pure energy. The beam builds
up slowly, increasing in intensity as it extends funher from the
projector. At the beam's focus point the matter-energy
conversion becomes so powerful that it causes a violent
explosion.
This makes beanets are incredibly effective against
rnassively-armoured
targets such as Terminators. They
i nst ant l y eradi cat e l arge st al i c obj ecrs l i ke bul kheads ani
doors.
The luer must remain stationary otherwise the energy field
becomes unfocused and the effects are negligible. Firers often
wear boots adapted with special claws to provide a stable
amng
Posluon.
Because of the required stability, it costs 2 Aps to file a
conversion beam projector and the firer cannot perform a
move and firc action. Slstained fire bonuses do not apply as
it's impossible to maintain an accurate bealn focuj over
several shots. The beamer's range and ammunition are
lmlimited.
MISSILE LAUNCHER
These are bu\ shoulder-moulted weapons that fire small
missiles armed wiLh powerful warheads. Typically a missile
Iauncher is loaded with a combination of armour-piercins
crack missiles and area effect plasma missiles, either;fwhici
can be selected before firing. Crack missiles are armed with a
double-charged hollow-case wathead designed to rupture
aamour. Plasma missiles detonate in a sDlit-second burst of
flesh-boiling super-heated plasma.
It costs 2 APs to fire a missile launcher. Because of the
weapon's bulh move and fue actions are impossible.
All missile launchen are equipped wirh an unlimited supply
of crack and pl asma rni ssi l es. The pl ayer whose model i s
firing musl selec hey t)?e of missile he's using before firing.
Different g?es of missile can be lred by Ore iame model in
the same turn. As each missile is a sepatate shot, missile
launchers receive no sustained firc bonus.
Crack Missiles
Crack missiles are used against single targets
- just
make the
appropriate roll to kill or destroy the target.
Plasma Missiles
Plasma missiles affect all the models and featues on an entire
board section, much in the same way as a flarner hit
-
as the
effects are nearly instantaneous, plasma missile explosions
bl ock nei t her movemenl nor l i ne of si ght and nomarker
remains on the affected board section.
LINE OF SIGHT & AREA EFFECTS
The presence of an area effect rnarker on a board section
-
ee
a flamer or grenade marker
-
means Lhar line of sighr in oi
through that secrion is blocked, making it impossible for
models on either side of the section io shoot each orher.
It's not, however, completely blocked. Line of sight can be
traced to the edges of the affecled section so that they can still
be fired on by other alea effect weapons (because they only
need to be able to target one square of the section). When a
second area effect weapon is fired into an affected sectiorl the
rolls needed to kill are the same as normal, For example. a
flamer is lred into a section and several models survive, then
a ftag grenade is tlrown into the section
-
the rolls to kill for
the frag gienade are exactly the same as if the flamer market
wasn't there.
As line of sight can be tsaced to the edge of a section, it means
that models staflding at the edge can both fire out and be fired
at
-
provided, of course, thete aren't any other blocking
squares between firer and target (including
any other edge
squares).
Within an affected section, line of sight isn't completely
blocked. No matier how many section effect marke.s thete are
on a sectior\ adjacent models can still shoot at each other and
deliver close assault attacks.
Section effects last until the marker is removed at the end of
t he next enemy t urn. Because of t hi s, i t ' s i mport ant t o
remember which markers were placed by which side so they
can be removed at the correct time.
81
237
NEW MISSIONS, WEAPONS AND RULES
One of the advantages of power armour over Terminato!
armour is that it is less restrictive and enables the Space
Marines to easily throw grenades without the need of a
gienade hamess.
These rules cover five t)?es of grenade, each with a different
effect: crack, frag, plasma and blind grenades 6nd melta-
bombs.
AREAS OF EFFECT
Some grenades affect only a single model or featule and ate
called targt effect grenades. Others affe.t all the nodels and
features on a whole troard section, like a flamer, and are called
section effect grenades.
Target Effect Grenades
Talgat effect grenades hit only one square, The Space Marine
tkowing the grenade must tte able to Eace a clear line of siSht
!o the target.
Section Effct Grenads
A section effect grenade affects every model or featwe in the
targeted section,
just
like a flarner.
THROWING GRENADES
A grenade can be tlrown by a stationary Space Marine in
power armour for a cost of 2 APs. A Space Marine can't throw
a grenade and move as part of the same actiofl. The hre arc of
a grenade is the same as for any other weapon.
Targt EITct Grenades
Target effect grenades have a maximum ranSe of 3 squares
and a minimum range of 2 squares.
The Space Maline can't throw the grenade at an adjacent
square because he'd be too clor to the blast.
Section Effect Grnads
The range of a section effect grenade is measured by board
sections, not squares. A Space Marine can [row the grenade
inlo any adacent board section provided he has line of sight to
at least one square ifl the section.
The Space Marine can't throw ihe grenade into a board
section more than one section away, nor can he droP it into the
board seclion he's standing on.
This rule gives secrion effect grenades a variable range From
one end of a long corridor, the grenade could have a range of 5
squares, for exdnple
-
or it could be iust
one square if the
Space Marine is iight Ilext to the target section. If you're
playing dre Cenestealers you have to keep an eye on this
-
it's
easy to get caught out when you think your models are safe!
Grenades Falling Through Pitfalls
A target effect grenade that is thrown onto a pitfall square falls
though on a roll of 1-2, either exploding on the level below
or, if there isn't a lower level, exploding harmlessly in the
ship's irmads.
Section effect
S.enades
are assumed not to fall through
pitfalls, even if the only square in the section that the tlrower
can target i6 a pitfall squarc,
82
GRENADE HARNESSES
Space Marines in Terminator suits are too encumbeled btl
theL armour to throw grenades lnstead they can be
with a grenade hamess that can be used to ire a grenade n
fiont of the Terminaror. These grenade hamesses are
armed wift an unlimited supply of blind
Srenades.
A blind grenade thrown by a grenade hamess has the
area of effect dld targeting as one thrown by a Space
in po\rer armour
-
ie it affects every model and feature in
adjacent section provided at least one square is within
firer's line of sight and fire arc.
only hinder the Terminators shooting. They'le much t
useful against armed Genestealer Hybrids and other S
I[ costs a Terminator zAPs to fire a blind grenade from
srenade hamess. This action can't be combined with movin!'
If you're using dre bidding system and force lists, T
can be equipped with grenade hatnesses and an
supply of blind grenades at a cost of 1 point per model.
As blind grenades are only used for blocking line of
there's no point in using them unless you're fighting
opponents. In missions against PuesEain Genestealers
Melta-bomb6
and melt do!
devastating i
such as Gene
Melta-bomb6
i s rest ri ct ed
supply than t
Sergeants.
When a mel
selects the ta
rnarker is thr
represent s r
completely t
square.
At the starl o
is tumed ovr
through the s
pitfall marke
Marine falls t
If this is the
Marine falls
drops into an
is killed.
Genestealers
and can movl
Melta-bomb
contains a pit
As the Space
we melta-bor
end up block
keep the Gen
Marines. Even so, beware of blocking your own line of
too much otherwise you'll never be able to shoot anything!
CRACK GRENADES
Crack is a target effect grenade. It is a sticky shaped
that is used aSainst armoued targets.
Against a static target like a door the grenade is so
that a kill is more or less assured. Against a smaller
target there is a chance that the glenade won't hit
makins it far less effective.
Crack grenades do not block line of sight or movernent
-
is no need !o Dlace a marker on the board.
Space Madnes with crack grenades have an unlimited
FRAG GRENADES
Frag grenades are smal l hi gh expl osi ve sect i on
grenades. They have an anti-personnel effect afld won'l
doors or other features while having a chance of kiling
or all of the living creanrres in the section.
Once a frag
Irenade
has been thrown, a frag marker should
placed on the target board section to show that line of
tluoush that section is blocked. This is due to the smoke
debris filling dle section in the aftermath of the explosion-
frag marker only blocks line of sight
-
it has no effect
movetnenl
As usual for a blocked section, line of sight can be drawa
the ouside edgcs (provided it doesn't cross any other
squares) so other section effects or additional frag grenad
can be thrown into the section. The frag marker is removed
the end of the next enemy tum.
Space Marines with ftag
Srenades
have an lmlimited supPly.
g
a
!
238
NEW MSSIONS, WEAPONS
AND RULES
MELTA-BOMBS
Melta-bombs are target effect grenades that superheat the area
and rnelt down anything in contact wirh it. Melta-bombs are
devastating weapons, giving an automatic kill against targets
such as Genestealers and doors.
Melta-bombs are largel than other grenades and arrurunition
is resrdcted ro 8 grenades.
They are generally in shorter
supply than the other grenade types and are only carried by
Sergeants.
Wien a_ melta-bomb is thrown, the Space Marine player
selects the target square and rcmoves anything in ir Apit'fall
marker is then placed face down in the square. The marker
represents a mass of hot gases and molten metals and
completely blocks line of sight and movement through that
touare.
At the start of the Space Marines' next tum, the
pitfall
marker
is tumed over lo represent the intense heat meltins a hole
lhrough the space hulk's floor. A Space Marine moving onro a
pilfall marker rolls a dice
-
if the dice scores a I the Soace
MELTA BOMB
AMMUNITION COUNTER
BLIND GRENADE AFEA
EFFECT MARKES
PLASMA GRENADE
AMMUNITION COUNTER
FRAG GRENADE AREA
EFFECT MARKER
falls through.
this is the upper level of a multi-level game, the Space
dne falls Orough to the lower level as usual, otherwise he
ops into an area of molten metal and live
Dower cables and
killed.
are not in danger of faltng 0uough the pirfalls
can move across the markers without rolling.
)mbs- cannot be taigeted into a square that already
a pitfall.
the Space Marine player, you have to be careful where you
melra'bombs. If you use too many in front of you, you can
up blocking your lines of advance. The bombs will only
r the Genestealers at bay for a limited amount of time!
EXAMPLES OF THE AMMUNITION
COUNTEBS AND
AREA EFFECT MARKERS FOR GFENADES
'**
{s'
s.-"J:
c.
,'XS
$'
They are often more effective when used against targets to the
si de or rear where a bl ocked passage doesn' t a-f f ect t he
progress of your Space Marines.
PLASMA
GRENADES
Plasma grenades
are section effect. grenades rhar explode wift
a burst of super-heared plasma. The detonation iJ over ir a
f l ash, so pl asma grenades do not bl ock l i ne of si sht or
movernent.
Like melta-bombs, plasma grenades are not as common as
frag and crack grenades and are usually restricted to
Sergeants. Unlike melta-bombs, a Sergeani equipped with
plasma grenades
has an unlimited supply.
BLIND
GRENADES
A bl i nd grenade
rel eases a burst of wi de-spect t um
inrerference that blocks vision and auto-systems. It is a section
effect wea;nn and completely blocks line of sight tluough the
affected section.
Models on the edge of the section can fire out and can be
talgeted from outside the section, as usual. Blind srenades
don't block movement.
When a blind grenade is fired, place a blhd grenade marker
on the targeted section to show dtat line of sisht is blocked.
Remove t he marker at l he srart of rhe Space-Mari ne' s next
furn,
Blind grenades are most effective when fighting opponents
that use ranged weapons. They are rarely used when hghdng
unarmed Purestrain Genestealen as they can only hindir the
Space Marines.
83
239
NEW MISSIONS, WEAPONS AND RULES
IINE OF SIGHT
AND GRENADE
DIAGRAMS
These diagrams should help clarify the rules for line of sight and section effects, and fo! throding section effect gienades.
LINE OF SIGHT AND SECTION EFFECT ATTACKS
The Space Marine has a heavy llamer which he fires into lh
sect i on i n l ronl ol hi m. Rol l s t o ki l l are mad t or each
Genesteale.
-
the one in the bottom left corner rolls a 1 and
The Space Marina player decids that he can't chance havino
fie Genestealsr mo\ to ard and aftack the Space Mafine so
he lires a scond iamer shot. Although the first flamer marker is
st i l l l here i ndi cat i ng t hat l i ne of si ght t hrough l he sect i on i s
blocked, the Space Marine can still draw a line ol sight lo he
nearesl edge square.
The second flafter attack has exacdy the sam rol s lo kill as lhe
lirst- this time $e Genstealr doesn't rolla 1 and is killd-
LINE OF SIGHT ANO SECTION EFFECT ATTACKS
A Miasma psychic section efled has been casi onlo $e left
section. This not only blocks all psychic activity in or through th
sedion, it blocls line of sight through he section.
This mans lhat Spac Marine 1 can't s9 eiher Genestealr 1
or Gnest eal r 2. Even l hough bot h t he Space Mar i ns and
Gsnestealer 2 are on dge squa@s hy cant see each othr
-
the intervening edgs square block thek lino ofsight.
Space Mar i ng 1 can see Genesl eal er 3 because l t s on an
adjacont square. This moans h could tum and shmt or close
assaull tt.
Space Marine 2 can't s Geneslealers 1 or
g
but can se
Geneslealea 2
-
lhe Genestealer is on an edge square of lhe
alfeclod section so thre's no blocking squares belwen il and
the Space Madne.
cenoslealor 2 can also see out of lhe secdon
-
if it vras a ftbrid
armd with a wgaDon il could shdot al Space Marins 2.
THROWING SEC.JION EFFECT GRENADES
The Space Ma ne is weating
powet armour and is armd wilh
lrao grenades. Thes ere sction effct grenades so the Space
Madne can throrv them into an adiacent section.
Diagram l: he thro*s he ftrsl grenade into $e corridor secior
nxito lhe iuncl'on secDon l"es shrding o4. The grenade klls
lhe cenesGaler.
Dl agr em 2: al t hough h s got cl ear l i ne of si ght l o t ho
Gonstealer on he righ l-hand
juncnon, hs can t th.o* a grenade
-lhe
iunction isn'l nett to his sectjon. The Space Madne takes a
step f; ard and thn uses his final AP and 1 CP to rhroNr a fiag
grenade onto lhe Gnstealers'
iun
ction section. Allhough he
Genestealors are only 1 square doser, the
junction is now lhe
nexl section and so can be targeted by the Space Marine's
grenade,
Di aar am 3: l l l he cor r i dor had been made up ol t wo boar d
sections, say a 2'square piece and a 3-square
piece, he Space
Madne @uldn't have made thes altacks bcaus lhe range ot
fie irag
grenade is based on board sections nol squares.
Instead he $/ould need to step forward 1 square onto the 2'
squar corridor seclion. The Genestealer's 3-sqLare corridor
section rs now the noxl seclion a'rd he can throw the lirst frag
grnade.
Oiegrem 4: To anack he Gensslealers on ths
iunc
on he woL d
hav; to steo fc ard another 2 sauares until he was on lhe 3
square coriidor section, This mgans that th whole operation
costs an extra 2 APs so the Space Ma/ne would have lo spend
all4 of his ofln APs plus 3 CPs.
Tarol Ellecl G.enad.6: ll lne Space Ma'ino had been usiag
t ar g- et el { ect cr ack gr enaoes r at her I han scl i on el f ect kag
glenades, he would have had io step lo ard 3 squars belore
being able to altack tho tirst Genestealor and another square lo
alack lhe second Genstealer. This is because lhe ma.ximum
range of a largel effect grenade is 3 squars and is unaffecld by
he number ol board soctions.
Since Gener
the psychic
attack is sli!
To reduce
targeting rul
1) Each a
largets
and the
for an r
The ca
targets
altack
2) You ca
you ml
l arSet
destro)
3) I f ar x
beyorf,
that do
4) If a ps.
The Spao
cast a Lrol
order he n
He choosr
Genest ei
Genested
because I
h s targel
lf Genesr
anack Gr
eLlner p:r!
mcdel. Ba
Genesled
Genest ei
Librarian r
Genested
240
LIGHTNING ARC
Since Gmestealer carne oul we've played a lot ofgames usirg
t i e psychrc rul es and we now f eel t har t he Li ghmi ng Arc
attack is slighdy loo powerful.
To reduce t he powe! of t he at t ack, we' re changi ng t he
largeting rules as follows:
1) Each attack must be directed ar a different tareet. These
targets ca'| be anywhere within 12 squares oflhe casrer
and the usual rules for blind targeting apply (see
2 below
for an exception).
The caster doesn't have to decide in advance which six
targets he's going to anack provided each target is only
attacked once.
2) You can't ta.get through an intervening model (although
you may be able to trace a toute atound it)
_
to attack a
t arget behi nd t he model , t he model must f i rst be
destroyed.
3) If a model, door or feature survives the attack. Ilothine
beyond can be aflaaked unless tle caster can 8"". , ,ouG
tlat doesn't pass through the surviving model.
4) If a psykei saves himself using an Aura, the Lighming
Arc is dispelled and can't make any more attacks.
NEW MISSIONS, WEAPONS AND RULES
ASSAIL
These changes make some miflor adjustments and cover
,ahe
ambiguity in the original rules about where you could and
couldn't move an Assailed model.
1) You can't move an Assailed model through obsfuctions
such as closed doors, bulkheads, crates or-ot}er models
-
i e t hrough anyt hi ng rhat woul d normal l y bl ock
movement. You can move the model round comers, onto
section effects that don't block movement and over
rubble, pitfalls, ladders eic.
2) The player casting the Assail can now choose to
place
an
Assailed model prone.
'
A prone model has no line of sight and cannot move,
shoot or close assault until it gets up. If a prone model is
artacked in close combal subtract
-l
from its dice
_
if it
wim or ties it ges up and faces its attacker.
The AP costs for a prone model to get up are as follows:
Space Marine in Terminator armour 2
Space Marine in power armour I
Puestrain Cenestealer
0
Cenestealer Hybrid
0
3) A Space Marine that is Assailed carmot spend Cps as a
response l o t he psychi c a[ ack
-
he s t oo di sori ent al ed
and shaken to be able to respond. This means he carnot
inunediately spend CPs io turn or stand up_
This restricrion only applies ro the Assail irself
-
the
Space Madne can spend CPs as usual if another action is
later taken in his line of sighr.
CRATES
Most of t he new weapons i nt roduced i n t hi s book and
Genestealer can be used to destroy caates. To attack a crate,
simply use the sarne rcll needcd to destroy a door.
If a crate is desloyed by any weapon other thaa a conversion
beamer, replace the crate marker with a rubble marker o, tum
lt over !o represent rubble. If a conversion beanet is used, the
crate is vapo.ised and no rubble is left in its place.
Psychic attacks may also destroy crates. Vorrex and Blast borh
automatically vaporise crates ,uld leave no rubble. Lightning
Arc deshoys a clate on a 4 and Hellfire <iestroys a crate on a 3
-
in both cases, the crate is replaced with rubble.
RUBBLE
The rubble deflection rules ap,ply to rhe new weapons just
like
they do !o storm boliers (iearollof5
or6 saves).
If a conversion beamer is being used a save indicates rhat the
shot mi sses i t s i nt ended t arget and vapori ses t he rubbl e
i nst ead, t emovi ng t he rubbl e marker. Bl ast and Vort ex
psychic attacks also automatically rcmove rubble matkers.
85
241
Citadel Journal 03:
The Silent Voyager
New Units: Traitor Terminators
242
243
244
245
246
247
248
249
250
251
Citadel Journal 25:
Genesis!
New Units: Imperial Guards
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COVERT OPERATIONS: IMPERIAL GUARD IN
SPACE HULK
Contents
New Weapons
The Squad
New Rules
Genesis!
Mission OneBeachhead
Mission Two: Emperor's Grace
Mission Three: Specimen
Covert Operations
There are times when Space Marines are not at hand and the situation is desperate. There are times when
Space Marines would be wrong for the mission, this is often a political matter. At times like these the
Imperial Guard steps in, for good or for worse.
When entering a Space Hulk the Guard take only their very best troops, because they know that Lasguns and
the Emperors faith will not suffice! The following rules are for using Imperial Guard, their weapons and
special rules with Space Hulk.
New Rules
Most of the normal rules for Space Hulk still apply, accept where noted below.
Unlike Terminators Guardsmen have five action points, this represents the added bonus of movement when
you have very little armour. Guardsmen can also side-step, like Genestealers, into a square to their left or
right. However, unlike Genestealers, they cannot turn 90 degrees for free (see action points table).
Because Imperial Guard are no way as well equipped or trained as Terminators, they receive a -1 penalty on
all close assaults from Genestealers. The only exception to this are Captains (who can also parry) and Storm
Troopers, the elite of the Guard.
Each squad contains a com-link and its generally a good idea to keep him alive, because if hes the last alive
at the beginning of his turn he can call for backup. On a roll of a 5 or 6 on a D6 remove the com-link model
and place the exact same squad you started with in the entry area. This new squad has the same mission as the
last. Also note that the board is left as it is, so doors which have been destroyed stay like that and so on (its at
times like these you feel sorry for a Genestealer player).
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Imperial Guard have also developed a technique for close quarter fighting, basically they shoot and hide. This
allows you to fire and then move. Its just like the normal command of move and fire and all the penalties for
sustained fire shooting apply, its just the other way around!
The Squad
There are two sorts of Imperial Guard squad available for your command. Storm Troopers and a normal
squad. You can fight any Space Hulk mission with these squads. Note though that for two squad missions in
the original boxed set booklet it would be advisable to take Storm Troopers and with one squad missions a
normal squad.
Normal Squad
Consists of:
One Captain, armed with bolter, powerfist and sword.
Six Guardsmen, armed with Lasguns and knifes.
One Com-link trooper, armed with Lasgun and knife.
One Sergeant or Lieutenant, armed with bolter and knife.
One Guardsman armed with either a Flamer, Plasma Gun or a Melta Gun
Storm Trooper Squad
Consists of:
One Commander (Captain), armed with Shotgun and sword.
Six Troopers, armed with Hot Shot Lasguns and knifes.
One Com-link trooper, armed with Hot Shot Lasgun and knife.
One Sergeant, armed with Hot Shot pistol and knife.
One special weapon Trooper, armed with knife and either Flamer, Plasma Gun or a Melta Gun
Note: For the loss of one Lasgun armed Guardsman or Hot Shot Lasgun armed Trooper, you may take
another model armed with a special weapon (not Captain or Sergeant). This means your squad will be
reduced to a strength of nine models.
New Weapons
Bolters/Hot Shot Lasguns/Hot Shot Pistols/Shotguns
Exactly the same rules as a storm bolter but you roll one less shooting dice.
Lasgun
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Lasguns are similar to Bolters. The only thing is though, they are not as powerful. So sustained fire is not
allowed. A perfect hit is needed to kill Genestealers and doors.
Note: Although the Lasgun is not that good, it does work well with the Guards rule of shooting then moving.
This enables them to be quite mobile (or chicken)!
Plasma Gun
This Gun makes Storm Bolters look like water pistols! It has three sustained fire dice and can sustained fire
even when moving. However it does need to recharge and one action point must be missed before it can fire
again.
Melta Gun
Because this gun is quite cumbersome, any model using it only has 4 A.Ps (yes even Catachan Jungle fighters
J ) instead of five. It has two shooting dice and can sustained fire when moving.
Note: That both the Plasma Gun and Melta Gun can sustained fire from their first shot. They do not have to
wait until their second action point.
Using these rules you can play a normal game of Space Hulk (in a mission where flaming a room, or two, is
needed refill canisters for flamers are allowed).
The Command Rule
Imperial Guard squads are not Terminators (they are cannon fodder), and so do not have the communication
abilities of Tactical Dreadnought Armour. To represent this, as long as your Captain or Com-link are alive
you may take command points. The Captain or Com-link shouts additional orders to the other squad
members. If both of these men die you lose your command points permanently. With Storm Troopers they
each have cameras mounted on their back packs and so do not suffer from this, they may take command
points to the last man.
Tactics
With the Imperial Guard in Space Hulk you have to consider your objective (because sooner or later those
excellent Lasguns on overwatch arent going to stop those waves of Genestealers) and achieve it quickly!
Also try not to use command points with Plasma Guns, because it eats them up wholesale. The rest is the joy
of using Imperial Guard in Space Hulk J.
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COVERT OPERATIONS: IMPERIAL GUARD IN
SPACE HULK
Mission OneBeachhead
Mission Two: Emperor's Grace
Mission Three: Specimen
Genesis
Hive Fleet Kracken rages across the east of the Galaxy. Every where forces are hard pressed to repel the
invasions. Amongst all this confusion a Space Hulk slips through the warp. Name, Mullocko. Route, Terra.
Initial Investigations by the Mentor Legion reported of a new breed of Genestealer, a different appearance and
mental composure. Where as the usual Purestrain attacked in wave patterns, these infiltrated deep behind
enemy lines and attacked at the weakest point.
The mentor Legion attempted the destruction of the Hulk by destroying the plasma reactor which gives it
power. The whole Terminator company attacked. Vicious fighting took place, whole squads were wiped out
by surprise attacks. With Genestealer ripping through walls and ambushes coming from behind, the
Terminators were in trouble. Soon the company was reduced to squads fighting on their own deep within the
hulk, desperately trying to destroy the reactor. Interference was too high to teleport. Flamers ran out and
assault cannons jammed, they fought back to back and fell one by one. The Legions Terminators all died with
over a thousand to one odds.
The Legion mustered its battle companies for a suicidal attack, it could not let the suits be lost forever in that
spawn ship. Then disaster happened. The Techmarines reported that the Mullockos warp engines were
powering up! A last ditch defense laser barrage merely crippled one of the five engines, and the Mullocko
slipped out of the Legions grasp.
It reappeared three years later, with its deadly cargo, and only twenty days from Earth. Terras defense fleet
came to meet it, they easily had enough firepower to destroy the Hulk. However word came from Earth to
save the Hulk until a specimen had been captured of this new breed reported by the Mentor Legion. The
message had come from the High Lords of Terra themselves.
Time was against the Imperium, with all the Space Marine chapters too far away to intervene in time. The
only option left was to send in the Imperial Guard, their mission: capture a Genestealer and secure a
bridgehead to retrieve the Terminator suits.
These new Genestealers could be an advance guard of another hive fleet, the Imperium would need to prepare
for this. It seemed that the lowly Guard had an important mission, one which could decide the lives of
millions.
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COVERT OPERATIONS: IMPERIAL GUARD IN
SPACE HULK
Mission One: Beachhead
Onboard the Majestic Captain Rowney considered his options, should
he attempt an alien capture straight away or go for a more tactical
approach?
As he mused a message appeared on the bridge screen, it was the
primary scan of the Hulk Mullocko. The results showed the majority
of Genestealers in, or around the ships old fusion reactor. The scan
also reveled a high level of leakage which, if exposed to, would be
lethal to his men. The best specimens were nearest the Primarch and
would have to be flushed out from that dangerous area.
The only way to do this would be to make the reactor have a
controlled leak, destroying part of the brood and forcing the rest out of
hiding. This controlled destruction would have to be done internally,
as an orbital nuke would be too destructive. Fortunately, Rowney,
knew just the man for the job.
BACKGROUND
Sergeant Apone and his men must advance to the control room and
secure the room from Genestealer attacks by closing the bulkheads
(see main rules for closing bulkheads). By doing this he will have full
access to the reactor. This beachhead will also enable the Guard to
recapture the Terminator suits lost by the Mentor Legion.
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COVERT OPERATIONS: IMPERIAL GUARD IN
SPACE HULK
Mission Two: Emperor's Grace
While the attack on the control room happened, several dozen
Genestealer attacked the Imperial Guard landing site on the Hulk.
This action destroyed several Thunderhawk Gunships and most of
Captain Rowneys equipment was damaged. The close quarter
fighting around the Thunderhawks was a brutal and short affair,
favoring the Genestealers. Captain Rowney and his bodyguard were
overrun even as Sergeant Apone completed his mission.
Commander Hicks of the Storm Troopers valiantly fought through
and destroyed the Genestealer incursion. But instead of finding the
shattered body of Rowney, he found nothing at all.
Captain Rowney and his bodyguard had been taken away for
implantation. He was still alive, although it was only a matter of
time before he died. What mattered to Hicks was how he went.
Pride was at stake now as Hicks led his squad into unknown
territory. The Captain was going out in style!
BACKGROUND
Commander Hicks must lead his Storm Troopers to where Captain
Rowney is being held and administer the Emperors grace on him
and his bodyguard. Then, Hicks and any remaining Storm Troopers
must exit via a teleporter.
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COVERT OPERATIONS: IMPERIAL GUARD IN
SPACE HULK
Mission Three: Specimen
The time had come. Commander Hicks watched the brave volunteers board
the Thunderhawk. He tried not to think of what would happen to them, but
theyd go down with honor at least.
The special Genestealer breed was proving difficult to catch by conventional
methods. It seemed only live bait would suffice. It was Hicks last resort to do
this and that last resort had come. He had posed the question to his remaining
men in the company, he wanted some volunteers. One man stepped forward. A
hard bitten veteran of Colonel Shaefers Penal squad. He said he would
complete the mission - for a price! Amnesty would be granted, should he and
his men live.
BACKGROUND
Sergeant Bull and his penal squad must capture a Genestealer, alive. To do this
they must advance to a cargo storage bay and use themselves as bait to lure a
Genestealer into the bay. Then they must close all the bulkheads before the
Genestealer kills them all. Any left inside when the doors close will die. The
Majestic can then remove the cargo from the exterior of the Mullocko for safe
passage to Terra.
259
FAN CAMPAIGNS
260
Deathwing Origins
261
ORIGINS OF THE DEATHWING
ORIGINS OF THE DEATHWING
Contents
Ori gi ns of the Deathwi ng 3
Heroes of the Deathwi ng 5
Squad Paul o 6
Squad Mari us 7
Mi ssi ons 8
I : Fl i ght of Two Heads Tal ki ng 8
I I : Beneath the Dark Ci ty 9
I I I : Secrets 10
I V: Revenge 11
V: Ki l l the Beast 12
I N THE YEARS FOLLOWI NG THE DESTRUCTI ON OF CALI BAN I N THE SHROUDED
DAYS OF THE HORUS HERESY, THE DARK ANGELS BEGAN TO RECRUI T FROM A
NUMBER OF WORLDS. ONE PLAI NS WORLD WAS PARTI CULARLY PRODUCTI VE, I TS
I NHABI TANTS STRONG OF BODY AND NOBLE OF SPI RI T.
MANY WERE I NDUCTED I NTO THE CHAPTER ON BEI NG TESTED AT THE ABODE
OF THE ANCESTORS ON A PLACE THE TRI BES BELI EVED WAS HALLOWED BY THE
ANCESTORS NAMED SPI RI T HI LL. TAKEN TO FI GHT AMONGST THE DARK STARS
OF THE I MPERI UM, A DI SPROPORTI ONATE NUMBER OF THESE CLAN WARRI ORS
EARNED THEI R I NDUCTI ON I NTO THE ELI TE FI RST COMPANY: THE DEATHWI NG.
THE DEATHWI NG OF THE PRESENT DAY I S A VERY DI FFERENT ORGANI SATI ON
TO THAT WHI CH OPERATED DURI NG THE GREAT CRUSADE AND THE DAYS THAT
FOLLOWED. CLAD I N BURNI SHED BLACK, THOSE EARLY MEMBERS OF THE FI RST
COMPANY WERE GREAT HEROES ALL, EQUALLI NG AND EXCEEDI NG THE DEEDS
AND HONOURS OF THEI R BRETHREN I N THE REST OF THE CHAPTER. TODAY, THE
DEATHWI NG MATCHES THEI R FOREBEARS I N COURAGE, BUT STRI DE I NTO BATTLE
WEARI NG BONE-WHI TE TACTI CAL DREADNOUGHT ARMOUR.
THI S I S THE TALE OF HOW THI S CHANGE CAME ABOUT. I T I S A TALE OF THE
LOSS AND REBI RTH OF A WORLD; A TRAGEDY AND A TRI UMPH.
262
MISSION I FLIGHT OF
TWO HEADS TALKING
MISSION I FLIGHT OF
TWO HEADS TALKING
TWO HEADS TALKI NG RAN FOR HI S LI FE. THROUGH THE DARKENED STREETS, GENESTEALERS PURSUED, LOPI NG ALONG,
SWI FT AND DEADLY. HE SENSED THEI R PRESENCE ALL AROUND.
HE LEAPT OVER A PI LE OF RUBBI SH WHI CH LAY I N HI S PATH AND SWEPT ROUND A CORNER I NTO A MAI N ROAD.
TWO HEADS TALKI NG RAN WEARI LY. HI S HEART WAS POUNDI NG, AND HI S BREATH WAS RAGGED. THE STRAI N OF
MAI NTAI NI NG THE SPELL OF CONCEALMENT FOR SO LONG HAD SAPPED HI S STRENGTH. HE WONDERED HOW LONG HE
COULD KEEP UP THI S PACE.
OBJECTI VES
Two Heads Tal ki ng must survi ve f or as l ong as
possi bl e and attempt to sl ay the Patri arch.
FORCES
Mari nes
The Mari ne pl ayer has the f ol l owi ng f orces:
1 Mari ne Li brari an wi th Storm Bol ter and
Force Axe.
Genesteal ers
The Genesteal er pl ayer starts wi th 2 bl i ps
and recei ves 2 bl i ps as rei nf orcements
per turn.
DEPLOYMENT
Mari nes
The Mari ne Li brari an enters pl ay through
the i ndi cated entry area.
Genesteal ers
For turns 14, genesteal ers may onl y enter
pl ay at the f i rst wave entry poi nts, marked
wi th 1 arrow. For turns 58, genesteal ers may
al so enter pl ay f rom second wave entry poi nts,
marked wi th 2 arrows. From turn 9 onwards,
genesteal ers may al so enter at thi rd wave entry
poi nts, marked wi th 3 arrows.
The Patri arch must start pl ay i n the room
marked O.
SPECI AL RULES
Patri arch: The Patri arch i s i denti cal i n al l
respects to the Broodl ord.
Wi se and Experi enced: The Mari ne pl ayer may
redraw command poi nts exactl y as though he
had a sergeant present.
ENDI NG THE MI SSI ON
I f the Li brari an ki l l s the Patri arch and survi ves
f or 12 turns, the mi ssi on i s a success. I f the
Li brari an survi ves f or 12 turns or ki l l s the
Patri arch, the mi ssi on i s a draw. On any other
resul t, the mi ssi on i s a f ai l ure.
263
MISSION II BENEATH
THE DARK CITY
MISSION II BENEATH
THE DARK CITY
WE MARCHED THROUGH THE BLACK
GATES AND WERE ASSAULTED BY
STEALERS. AT FI RST, THEY SEEMED
CONFUSED, AS I F THEY HAD SUFFERED
A GREAT SHOCK. THEY ATTACKED I N
SMALL GROUPS WI TH NO PATTERN AND
NO GUI DI NG I NTELLI GENCE, AND WE
CUT THEM DOWN.
I N THE CENTRE OF THE CI TY WE
FOUND A TEMPLE A BUI LDI NG THAT
OBSCENELY PARODI ED THE I MPERI AL
CULT, DOMI NATED BY A HUGE
FOUR-ARMED STATUE OF WHAT WAS
I NTENDED TO BE THE EMPEROR. WE
TOPPLED I T I NTO THE STREET AND
BENEATH I T FOUND AN ENTRANCE
I NTO THE UNDERWORLD.
DOWN WE WENT I NTO THE COLD
METAL CORRI DORS. WE PASSED
THROUGH AI RLOCKS AND BULKHEADS.
I T WAS LI KE A BURI ED SPACECRAFT.
WE STI LL FOLLOWED OUR LI BRARI AN S
LOCATOR FI X. . .
OBJECTI VES
The Mari nes must gai n access to the
l ower l evel s vi a any of the squares
marked B. They can use the control s on
the square marked X to unl ock the doors
to the l ower l evel s.
FORCES
Mari nes
The Mari ne pl ayer has the
f ol l owi ng f orces:
Squad Paul o
1 Mari ne Sergeant wi th Storm Bol ter and
Power Sword.
2 Mari nes armed wi th Storm Bol ter and
Power Fi st.
1 Mari ne armed wi th Assaul t Cannon and
Power Fi st.
1 Mari nes armed wi th Storm Bol ter and
Chai n Fi st.
Genesteal ers
The Genesteal er pl ayer starts wi th 2 bl i ps
and recei ves 2 bl i ps as rei nf orcements
per turn.
DEPLOYMENT
Mari nes
The Mari nes enter pl ay through ei ther of the
squares marked A.
Genesteal ers
The Genesteal er rei nf orcements can enter at
any of the marked entry poi nts.
SPECI AL RULES
Locked doors ( marked wi th an X) are bul kheads,
and may not be destroyed by shooti ng. They
may be destroyed i n cl ose assaul t as normal .
Genesteal ers are not f orced to l urk i n thi s
mi ssi on, and may enter pl ay even i f a mari ne i s
wi thi n 6 squares of the entrey poi nt.
Control poi nt: Any Mari ne on the square
marked X may spend 2APs to open and cl ose
any number of doors on the board. He may
l ock them open or cl osed.
ENDI NG THE MI SSI ON
I f the Mari ne pl ayer manages to get
three or more mari nes off the board vi a
the squares marked B, the mi ssi on i s a
success. I f the Mari nes are al l ki l l ed then
the mi ssi on i s a f ai l ure.
264
MISSION III SECRETS
MISSION III SECRETS
OBJECTI VES
The Mari nes must access the control room
and unl ock the bl ast doors to the l ower l evel s,
speedi ng thei r brethrens descent.
FORCES
Mari nes
The Mari ne pl ayer has the f ol l owi ng f orces:
Squad Four Deaths
1 Sergeant wi th Storm Bol ter and
Power Sword.
2 Mari nes armed wi th Storm Bol ter and
Power Fi st.
1 Mari ne armed wi th Thunder Hammer and
Storm Shi el d.
Squad Swi f t Ki te
1 Mari ne armed wi th Assaul t Cannon and
Power Fi st.
1 Mari ne armed wi th Li ghtni ng Cl aws.
Genesteal ers
The Genesteal er pl ayer starts wi th
no bl i ps and recei ves 3 bl i ps as
rei nf orcements per turn.
DEPLOYMENT
Mari nes
Squad Four Deaths are depl oyed i n the
I mperi al control area marked.
Members of squad Swi f t Ki te are pl aced by the
genesteal er pl ayer i n any of the rooms marked
wi th an o . Both must be pl aced i n the same
room. The mari ne pl ayer chooses thei r f aci ng.
Genesteal ers
The Genesteal er rei nf orcements can enter at
any of the marked entry poi nts.
SPECI AL RULES
Control room: The control s are i n the square
marked A. Any Mari ne i n thi s square may spend
2AP to unl ock the bl ast doors to the l ower
l evel s of the hul k.
Bi ometri c securi ty: Genesteal ers may not open
the door to the control room.
Li mi ted brood: Remove al l but two bl i ps
marked 3 f rom the stack bef ore you begi n.
Al one i n the Dark: Thi s deck i s pi tch bl ack. Li ne
of si ght i s reduced to 9 squares.
ENDI NG THE MI SSI ON
I f the Mari ne pl ayer unl ocks the bl ast doors
i n 12 turns or l ess the Mari ne wi n. I f the bl ast
doors are unl ocked but i t takes more than
12 turns the mi ssi on i s a draw. I f the Mari nes
are al l ki l l ed wi thout the bl ast doors bei ng
unl ocked the mi ssi on i s l ost.
PUSHI NG DEEPER I NTO THE BURI ED HULK,
BROTHER SPI RI T FEATHER DETECTED SEALED
BLAST DOORS AHEAD. UNSURE WHETHER
THE FORCE COULD CUT THROUGH BEFORE
BEI NG OVERWHELMED, CLOUD RUNNER
SPLI T HI S COMMAND, PUSHI NG ON WI TH
SQUADS PAULO AND MARI US, WHI LE
SENDI NG THE REMAI NI NG TERMI NATORS ON
DELAYI NG MI SSI ONS.
CONTACT WAS SWI FTLY LOST BETWEEN
THE SQUADS DUE TO THI CK SHI ELDI NG
THROUGHOUT THE HULK. I N TRYI NG TO
ESTABLI SH A RALLY POI NT, SERGEANT FOUR
DEATHS DETECTED A HI DDEN SUB-LEVEL.
HE LED THE REMNANTS OF HI S SQUAD
UPWARDS I NTO THE PI TCH DARKNESS, WHERE
HE FOUND THE EMBATTLED SURVI VORS OF
SQUAD SWI FT KI TE.
APPRAI SED OF THE SI TUATI ON, FOUR
DEATHS WAS I NFORMED OF A CRUCI AL
CONTROL CHAMBER I N THE LEVEL. HE
DETERMI NED TO SEI ZE I T AND SPEED UP
CLOUD RUNNER S DESCENT.
265
MISSION IV REVENGE
MISSION IV REVENGE
NOW THE STEALERS BEGAN TO ATTACK AGAI N. BUT THI S
TI ME THEI R ATTACKS WERE CO-ORDI NATED, GUI DED BY
SOME MALI GN I NTELLI GENCE.
THEY FLANKED US THROUGH PARALLEL CORRI DORS,
DROPPED THROUGH VENTS I N THE CEI LI NG. HORDES OF
STEALERS ATTACKED FROM ALL SI DES. WAVES OF THEM
SCUTTLED FORWARD WI TH BLI NDI NG SPEED, THREATENI NG
TO OVERWHELM US WI TH SHEER NUMBERS.
STI LL THEY CAME. OUR POI NT MEN AND REARGUARD
WERE AMBUSHED AND KI LLED. THE THREATS CAME SO
FAST, WE ALMOST DI DN T HAVE TI ME TO RESPOND.
OBJECTI VES
The Mari nes must sel l thei r l i ves as dearl y as
possi bl e bef ore they are overwhel med.
FORCES
Mari nes
The Mari ne pl ayer has the
f ol l owi ng f orces:
Squad Mari us
1 Mari ne Sergeant wi th Li ghtni ng Cl aws.
2 Mari nes armed wi th Thunder Hammer and
Storm Shi el d.
1 Mari ne armed wi th Heavy f l amer and Power Fi st.
1 Mari ne armed wi th Storm Bol ter and Power Fi st.
Genesteal ers
The Genesteal er pl ayer starts wi th 2 bl i ps and
recei ves 2 bl i ps as rei nf orcements per turn.
DEPLOYMENT
Mari nes
The Mari nes enter pl ay through the square
marked X.
Genesteal ers
The Genesteal er rei nf orcements can enter at
any of the marked entry poi nts.
SPECI AL RULES
Fear Was Not I n Us: Al l of the mari nes
count as combat veterans, gai ni ng +1 to
thei r di ce rol l s i n cl ose combat.
ENDI NG THE MI SSI ON
I f the Mari ne pl ayer manages to
survi ve f or 15 turns, the mi ssi on i s a
success. I f the mari nes ki l l more than 30
genesteal ers bef ore they are al l ki l l ed,
the mi ssi on i s a draw. Any other resul t i s
a f ai l ure.
I SAW A SCORE OF THEM SLAI N BY FLAMER FI RE, AND
THE STENCH THAT FI LLED THE AI R WAS I NDESCRI BABLE.
THEY SPENT THEI R LI VES RECKLESSLY I N THEI R BLI ND LUST
TO KI LL US.
ANY OTHER SQUAD, EVEN OTHER TERMI NATORS, WOULD
HAVE BEEN BEATEN BACK BY THE SHEER FURY OF THEI R
ATTACK, BUT WE WORE THE MARK OF THE DEATHWI NG.
OUR FUNERAL DI RGES HAD BEEN SUNG FEAR WAS NOT
I N US.
266
MISSION V KILL THE BEAST
MISSION V KILL THE BEAST
BLOOD WASHED THE CORRI DORS AS WE FOUGHT
OUR WAY I NTO A GREAT CENTRAL CHAMBER.
THERE WE FOUND THE BODY OF TWO HEADS
TALKI NG. HE WAS DEAD, HI S BODY RENT BY
GREAT WOUNDS. NEARBY LAY THE BODY OF THE
PATRI ARCH, NOT A MARK ON HI M.
THE HALL WAS FULL OF FOES. A HANDFUL OF
US HAD FOUGHT OUR WAY I NTO THE THRONE-
ROOM. WE FACED MANY TI MES OUR NUMBER.
FOR A MOMENT, WE STOOD EXCHANGI NG
GLARES. I THI NK BOTH SI DES SENSED THAT
THEY FACED THEI R ULTI MATE ENEMY THAT THE
OUTCOME OF THAT FI GHT WOULD DECI DE THE
FATE OF THI S WORLD.
OBJECTI VES
The Mari nes must conf i rm the death of the Patri arch
by enteri ng the Central Chamber ( the room wi th the
l ocked door) , recl ai m the body of Two Heads Tal ki ng
and return to the outsi de.
FORCES
Mari nes
The Mari ne pl ayer has the f ol l owi ng f orces:
1 Mari ne Captai n wi th Storm Bol ter, Power Sword
and Power Fi st.
Squad Paul o
1 Mari ne Sergeant wi th Storm Bol ter
and Power Sword.
3 Mari nes armed wi th Storm Bol ter
and Power Fi st.
1 Mari ne armed wi th Assaul t Cannon
and Power Fi st.
Squad Mari us
Any survi vors f rom the previ ous mi ssi on.
Genesteal ers
The Genesteal er pl ayer starts wi th 2 bl i ps
and recei ves 2 bl i p as rei nf orcements
per turn.
DEPLOYMENT
Mari nes
The Mari nes sets up hi s f orces as he
wi shes i n the marked corri dors.
Genesteal ers
The Genesteal er rei nf orcements can enter
at any of the marked entry poi nts.
SPECI AL RULES
Two-Heads-Tal ki ng: The body of Two
Heads Tal ki ng treated as an obj ect and
marked wi th an o on the map.
Captai n: The Space Mari ne Captai n i s
treated l i ke a sergeant i n al l respects
except he gai ns +2 to hi s cl ose assaul t di e
rather than +1.
ENDI NG THE MI SSI ON
I f the Mari ne pl ayer manages to conf i rm
the Patri archs death by getti ng a mari ne
i nto the central chamber, and evacuate
the body of Two Heads Tal ki ng, the
mi ssi on i s a success. I f the Mari ne pl ayer
manages to conf i rm the Patri archs death
but does not evacuate the body, the
mi ssi on i s a draw. I f the Mari nes are al l
ki l l ed then the mi ssi on i s l ost.
VARI ATI ON
I f you do not wi sh to pl ay thi s mi ssi on as
part of the campai gn, add the whol e of
squad Mari us exactl y as i t appears bel ow
to the Mari nes f orces:
Squad Mari us
1 Mari ne Sergeant wi th Li ghtni ng Cl aws.
2 Mari nes armed wi th Thunder Hammer
and Storm Shi el d.
1 Mari ne armed wi th Heavy f l amer and
Power Fi st.
1 Mari ne armed wi th Storm Bol ter and
Power Fi st.
267
Expunge
268
46
There are 5 Chaos Idols situated in very small temples around the ship. The only way that they can be
destroyed is by a Vortex Grenade (or a psychic Vortex Marker). Models are not allowed to enter the Chaos
Idol squares, as there is not enough room due to the altars and other fixed ornamental statues.
The Harlequins need to make sure that they have enough Vortex Grenades to use against the 5 Idols. Each
Idol is automatically destroyed if the square is hit by a Vortex Grenade. When an Idol is destroyed, remove
the single board section from the map. The Chaos Idol continually burns in the purifying warp fires that the
Vortex Grenade ignites.
When an Idol is destroyed, a portion of the Chaos power is sucked out from the ship. The Idol not only
collapses in on itself, but it also drags the soul of the nearest Chaos model instantly into the burning fires
and consumes it immediately. The Chaos model can not defend itself under any circumstances from being
destroyed by a fallen Idol (Not even an Aura). Any Chaos model can be affected, including Dreadnoughts
and Librarians. If there are two or more equally close Chaos models to a destroyed Idol, then the Harlequin
player chooses which model is destroyed. It is entirely removed from the game the instant that the Idol
takes the hit from the Vortex Grenade.
The Harlequins need to carefully plan their attack, as they must keep alive their models that are armed with
the Vortex Grenades. The Harlequin are (hopelessly ?) outnumbered and can not afford any mistakes at all.
Chaos players need to be aware of leaving powerful models near Idols. A surprise Harlequin attack may aim
for the Idol and kill the powerful model as a secondary effect.
Victory
The Harlequins win if they destroy all five Chaos Idols. The spirit of each Trouper rejoices in their victory,
whether or not each spirit survived. As the last Idol is destroyed, the Chaos Gods are so enraged that they
will automatically, and instantly kill any remaining Chaos Models on the board. Their souls will know new
tortures each morning of their eternal lives spent in the most barren wastelands of the warp.
If the Harlequins do not manage to destroy one Idol, then their spirits are hounded with eternal torment at
their dismal failure.
The Chaos Forces win if they kill all of the Harlequins, and there is at least one surviving Chaos Idol. They
will still be punished by their Gods if any of their Idols were destroyed. If no Idols were destroyed, then the
Chaos Gods reward each Marine with fresh Eldar souls to feast upon.
Marines Missions
Rapid Penetration Part 1 - Expunge Campaign
Scouting a deserted outpost, the Marines were not sure what they would find, or encounter. As often
happens, it was only by good fortune that a detachment of the chapter were in the nearby vicintity when
the local planetary defence forces were alerted by locals about "Nightmare creatures". Suspecting that
something more powerful than pirates may be behind the unrest, Sergeant Lenja was ordered to enter the
compound for an initial sweep. With very little other information, the Marines were cautious, but not afraid.
269
47
Tense minutes passed until their sensoriums burst to life with multiple readings, almost impossibly fast and
converging on their position. They were in the middle of an approaching wave of death by claws and fangs.
Lenja's transmittor offered the scratchy signal of hope for his squad. Push forward, fight through the throng
and enter the next sector. CAT units and X-Ray scanners confirmed it to be enemy free, for now...
Lenja's squad rallied, and fought forward. Knowing that their brothers had smashed into the next sector
ahead from the planetary surface, they would join with them. Rapidly penetrate, or stay and die where they
stood.
Objectives
The Marines are caught in the entry sector, but can not retreat as they have been cut off from behind. They
need to move forward into the next sector, at all costs.
The Genestealer player is attempting to isolate Squad Lenja and prevent as few of them as possible from
entering the next sector.
Marine Forces
The Marine player has 12 Points to spend on his Force. He may ONLY purchase POWER ARMOUR Marines.
He must have only one Sergeant (Lenja) who is leading the initial assault.
Genestealer Forces
The Genestealer player uses the Standard Blip set. He may not choose Ambush Blips.
Deployment
The Marines set up by squads in the marked blue corridor sections.
The Genestealer player has 2 starting blips which must be placed at different areas. He receives 1
reinforcement blip per turn. The Marines can not secure Genestealer entry areas in this mission.
The Marines move first.
Victory
The Marine player needs to exit 4 Marines from the board to win the mission.
If the Marine player only exits 2 or 3 Marines, then the mission is drawn.
The Genestealer player wins the mission if he manages to prevent all but 1 Marine escaping.
Campaign Notes
If you are playing the campaign as the series of linked missions then you should note the consequences of
the above victory conditions.
If the mission was drawn, then the Marine player suffers a casualty from his Forces for the next mission. He
must purchase his force for the next mission, then decide which Marine is removed. This reflects the lack of
support that Sergeant J ulinon received from Squad Lenja's approaching move.
If the Genestealers won the Rapid Penetration mission, then the Marines have already lost the campaign.
Sergeant J ulinon's squad was over-run in their attempt to hold the breach alone without any support from
Squad Lenja. All entrances to the compound are sealed and guarded until more Marines arrive with heavy
bombing equipment.
270
48
Perimeter Closure Part 2 - Expunge Campaign
Catching the enemy from behind on the ground level of the compound, Sergeant J ulinon's squad needed to
close of their sector. Squad Lenja were now chapter memories, but their valiant service would not be
forgotten. Even in their deaths they managed to seal off part of J ulinon's perimeter task. J ulinon thanked
the devotion that his brother's had, as their deaths afforded him a tactical advantage.
Yet there were more Genestealers, a roused fighting vanguard that were mustering along the perimeter
lines. Squad J ulinon pressed forward to close off the dangerous ground level perimeter, allowing more
Marines free access to bolster the lines from behind.
Objectives
The Marines have taken advantage of a lull in the Genestealer awareness as they blasted into the
compound bypassing the main entry area. They need to seal off the Genestealer entry areas in this sector
to slow their advance from the lower levels.
The Genestealer player must try to kill all of the Marines before they are able to seal off the sector. Failure
to do so will enable the Marines to muster a greater force against them for a lower level assault.
Marine Forces
The Marine player has 13 Points to spend on his Force. He may ONLY purchase POWER ARMOUR Marines.
He must have only one Sergeant (J ulinon) who is in charge of the mission.
Genestealer Forces
The Genestealer player uses the Standard Blip set. He may not choose Ambush Blips.
Deployment
The Marines set up by squads in the marked blue corridor sections.
The Genestealer player has 2 starting blips. He receives 1 reinforcement blip per turn.
The Marines move first.
Victory
The Marine player needs to seal off the 4 Genestealer Entry Areas to win the mission.
If the Marine player only seals 3 Genestealer Entry Areas, then the mission is drawn.
The Genestealer player wins if the Marines fail to seal at least 3 Genestealer Entry Areas.
Campaign Notes
271
49
If you are playing the campaign as the series of linked missions then you should note the consequences of
the above victory conditions.
If the mission was drawn, then the Marine player suffers a casualty from his forces for the next mission. He
must purchase his force for the next mission, then decide which Marine is removed.
If the Genestealers won the Perimeter Closure mission, then the Marines have already lost the campaign.
Captain Nashemrarod withdraws all forces and decides to heavy bomb the compound down to a fine
powder, losing all chance of a thorough interrogation of the site.
Prolonged Stalking Part 3 - Expunge Campaign
With their initial forays into the compund proving to be successful, Captain Nashemrarod decided to take
advantage of their ascendancy on the ground level. He ordered Sergeants Brayden, Tuscarny and Forst to
drop themselves into the lower level of the compound. Expecting to meet further resistance, Nashemrarod
needed to gauge the strength of the Genestealer force that remained. If their numbers were weak he could
allow his Marines the luxury of time to rout the remaining beasts. IF their numbers were weak...
Squads Brayden and Tuscarny seperated from Squad Forst as they descended into the darkened
compound. Only the emergency lights were operating on the damp, stone walls. No doubt all power had
been cut by the Genestealers as they came under attack.
Sergeant Brayden took point with his squad as Tuscarny followed behind. They were pushing ahead leaving
Sergeant Forst's squad covering their rear a sector behind. The two Sergeants were never comfortable with
silence, which is why both men smiled as their sensoriums spoke to them so gleefully. Genestealers
surrounding them, from everywhere. Time to stalk and to hold their ground.
Objectives
After the Marines fired their first few rounds, they could tell that the Genestealer force attacking them was
only limited. There were no fanatical wave like attacks being thrust at them. Knowing this, the Marines are
desperate to hold the sector and clear it of all Genestealers. They must stay alive at all costs to keep their
forward thrust moving.
The Genestealer player must try to kill all of the Marines and claim the sector as their own. With a limited
force, they need to be careful, and to set their traps wisely.
Marine Forces
The Marine player has 24 Points to spend on his Force. He may ONLY purchase POWER ARMOUR Marines.
He must have only two Sergeants (Brayden and Tuscarny) who are both in charge of the mission.
Genestealer Forces
272
50
The Genestealer player uses the Standard Blip set; however he only has a total of 30 blips to complete the
mission. He may use Ambush Blips if he chooses, in which case he can take one per turn in place of a
normal blip. Each Ambush Blip is only counted as one of the 30 blips if it is revealed to be a Genestealer,
otherwise it is disregarded. The Genestealers have had more than enough time to hide themselves in the
sector, so the Marines need to be very wary.
Deployment
The Marines set up by squads in the two marked blue rooms. Place Squad Brayden in the room with four
exits.
The Genestealer player has 2 starting blips. He receives 2 reinforcement blips per turn. Remember that he
can take Ambush Blips, and they only count to the 30 blip total if they are revealed to be a Genestealer.
The Marines are allowed to seal off any Genestealer Entry Areas if they wish. If any blips are lurking at a
sealed Genestealer Entry Area, then it is lost and it still counts as one of the Genestealer's 30 blips.
The Marines move first.
Victory
The last remaining model alive wins the mission.
Remember that the Genestealer player may also use Ambush Blips, so even in the unlikely event that the
Marines manage to seal off all of the Genestealer Entry Areas, the Genestealer player can still continue on
using 1 Ambush Blip per turn.
If there are no models left alive on the board at all, then the Genestealers win.
Campaign Notes
If the Genestealers won the mission, then the Marines have lost the campaign. Squad Forst is withdrawn,
and the compound is abandonded in readiness for the waiting bombardment.
Hold Tight Part 4 - Expunge Campaign
273
Ark of Dust
New Units: Space Wolves
274
Ar k of Dust
for those who don't have a Space Wolf Terminator Squad
Just replace the rules sections from the original mission description with these if you're playing Space Hulk straight out of
the box.
Mission I - Breakthrough
Deployment and Forces
Space Marines:
The space marine player has two squads, Both Blood Angels Squads. The first squad consists of a sergeant armed with a
Thunder Hammer and Storm Shield, a marine with an Assault Cannon and three armed with Storm Bolters and Power
Fists. The Blood Angels squad consists of a sergeant armed with a Power Sword and Storm Bolter, a marine armed with
a power fist and heavy flamer, 2 armed with Storm Bolters and Power Fists and one armed with a Storm Bolter and Chain
Fist.
Special Rules:
Malfunctioning Doors: All doors in this area of the hulk are prone to malfunction. Upon attempting to open any door, either
player must roll a D6. On a 4+ the door will open as normal. On a roll of 3 or less, the door jams and must be destroyed in
order for the player to continue. The marine player may do this in the normal manner while a genestealer player must
expend one action point to destroy a door once it has malfunctioned.
Heavy Flamer: By firing off three flame counters at once, the marine player can create a persistent fire effect that will
cover one counter for the rest of the game.
Remove rules for Power Axe and Cyclone Missile Launcher
Mission II - Surgical Destruction
Deployment and Forces
Space Marines:
The Space Marine player has one squad consisting of three terminators. One Blood Angel sergeant armed with a power
sword and storm bolter and two Blood Angel armed with a storm bolters and power fists. The Space Marine player
deploys on the squad on the starting squares shown on the map.
*Mark your Beta Strain Genestealers out from your normal stealers with some kind of counter so you can keep track.
Placing a purple arrow under their base might be an idea.
Mission III - Scramble
Deployment and Forces
Space Marines:
The Space Marine player has one squad consisting of five terminators. The squad consists of a sergeant armed with a
Thunder Hammer and Storm Shield, a marine with an Assault Cannon, two armed with Storm Bolters and Power Fists
and one armed with a Chainfist and Storm Bolter. The Space Marine player deploys on the squad on the starting squares
shown on the map.
Mission IV - Bastion
Deployment and Forces
Space Marines:
The Space Marine player has one squad consisting of five terminators. The squad consists of a sergeant armed with a
Thunder Hammer and Storm Shield, a marine with an Assault Cannon, two armed with Storm Bolters and Power Fists
and one armed with a Chainfist and Storm Bolter. The Space Marine player must split his squad in to two teams. One
team of two marines must be placed in Room A and one team of three marines must be placed in Room B.
275
The Ark of Dust - Mission 1 - Breakthrough
Deployment and Forces
Space Marines:
The space marine player has two squads, One Space Wolf squad and one Blood angels squad. The Space Wolf squad
consists of a sergeant armed with a Power Axe and Storm Shield, a marine with an Assault Cannon, two armed with
Storm Bolters and Power Fists and one armed with a Chainfist and Storm Bolter. The Blood Angels squad consists of a
sergeant armed with a Power Sword and Storm Bolter, a marine armed with a Storm Bolter, Power Fist and Cyclone
Missile Launcher (loaded with Web Missiles), 2 armed with Storm Bolters and Power Fists and one armed with a Storm
Bolter and Chain Fist.
Genestealers:
GS begin the mission with four blips and receives two reinforcement blips per turn. Blips may enter play at any entry area.
Special Rules
All doors in this area of the hulk are prone to malfunction. Upon attempting to open any door, either player must roll a D6.
On a 4+ the door will open as normal. On a roll of 3 or less, the door jams and must be destroyed in order for the player to
continue. The marine player may do this in the normal manner while a genestealer player must expend one action point to
destroy a door once it has malfunctioned.
Victory
Space Marines:
The Space Marine player wins by getting 3 or more terminators off the board via EACH exit point, for a total of 6 Space
Marines. It is not necessary for the Marines to be from the same squad. The Space Marine may achieve a drawn result by
only getting 3 marines off the board via one exit point.
Genestealers:
The Genestealer player wins if the marine player cannot achieve his objective, either through killing eight marines or it
becoming impossible for the marine player to get three marines off via one exit point.
Unique Weaponry
Power Axe
Like the power sword, the power axe is a rare and extremely effective weapon awarded to Space Marines that have
proven themselves in battle. When fighting in a close assault to his front, a Space Marine armed with a power axe always
wins drawn combats.
Cyclone Missile Launcher (loaded with web missiles)
The cyclone missile launcher is a devastating, shoulder mounted missile launcher not suited to combat in the dense and
unstable environs of the inside of a Space Hulk, where the highly explosive ammunition may cause explosive
decompression. However, when loaded with web missiles, it becomes a highly effective defensive weapon, used to block
off corridors and prevent the enemy from advancing. The cyclone missile launcher may be fired twice in a game, blocking
off any tile space within line of sight and twelve squares of the user for the remainder of the game.This weapon costs two
AP to fire and cannot be fired as part of a combined action.
276
The Ark of Dust - Mission II - Surgical Destruction
Deployment and Forces
Space Marines:
The Space Marine player has one squad consisting of three terminators. One Blood Angel sergeant armed with a power
sword and storm bolter, one Blood Angel armed with a storm bolter and power fist and one Space Wolf armed with a
storm bolter and power fist. The Space Marine player deploys on the squad on the starting squares shown on the map.
Genestealers:
The Genestealer player begins the mission with two blips, and receives two reinforcement blips per turn. Blips may enter
play at any entry area.
Special Rules
Beta Strain Genestealers: This mission marks the first time the Space Marine forces on board the Ark of Dust encounter
one of the evolved Genestealer strains. Beta Strain Genestealers have a thicker carapace than the normal "Alpha" Strain
Genestealers. As such, even under sustained fire, a Beta Strain Genestealer can only ever be killed by shooting on a roll
of a 6. Close combat is unaffected. The Genestealer player has 4 of these special Genestealers to use in the game that
can be placed like normal Genestealers whenever a blip is revealed.
Bombs: In order to achieve their mission goals, the Space Marines must place and arm bombs in the rooms marked A, B
and C. In order to place and arm a bomb, a Space Marine must be standing in the room and expend a full four action
and/or command points.
Demoralised: The Blood Angels Sergeant in this mission is having one tough day. This coupled with having a Space Wolf
in his severely reduced squad means he is not at his commanding best. As such, he loses his ability to redraw his
command point counter.
Victory
Space Marines:
In order to win the mission, the Space Marine player must place bombs in all 3 rooms and have at least one marine leave
the board via the marked exit point. If all 3 bombs are placed and armed but no Marines escape the board, the mission
can be considered a draw.
Genestealers:
The Genestealer player garners an outright win if he can kill all three Space Marines before they have placed and armed
all three bombs. If the Genestealer player can prevent the Marine player from getting a Marine off the board after he has
armed all three bombs, he may still attain a drawn result.
277
The Ark of Dust - Mission III - Scramble
Deployment and Forces
Space Marines:
The Space Marine player has one squad consisting of five terminators. The Space Wolf squad consists of a sergeant
armed with a Power Axe and Storm Shield, a marine with an Assault Cannon, two armed with Storm Bolters and Power
Fists and one armed with a Chainfist and Storm Bolter. The Space Marine player deploys on the squad on the starting
squares shown on the map.
Genestealers:
The Genestealer player begins the mission with two blips, and receives one reinforcement blip per turn. Blips may enter
play at any entry area.
Special Rules
Bombs: In order to achieve their mission goals, the Space Marines must place and arm bombs in the rooms marked A, B,
C and D. In order to place and arm a bomb, a Space Marine must be standing in the room and expend a full four action
and/or command points.
Victory
Space Marines:
In order to win the mission, the Space Marine player must place bombs in all 4 rooms and have at least one marine leave
the board via the marked exit point. If all 4 bombs are placed and armed but no Marines escape the board, the mission
can be considered a draw.
Genestealers:
The Genestealer player garners an outright win if he can kill all 5 Space Marines before they have placed and armed all
three bombs. If the Genestealer player can prevent the Marine player from getting a Marine off the board after he has
armed all 4 bombs, he may still attain a drawn result.
278
Space Hulk Ark of Dust - Mission IV - Bastion
Deployment and Forces
Space Marines:
The Space Marine player has one squad consisting of five terminators. The Space Wolf squad consists of a sergeant
armed with a Power Axe and Storm Shield, a marine with an Assault Cannon, two armed with Storm Bolters and Power
Fists and one armed with a Chainfist and Storm Bolter. The Space Marine player must split his squad in to two teams.
One team of two marines must be placed in Room A and one team of three marines must be placed in Room B.
Genestealers:
The Genestealer player begins the mission with one blip. The rest of the blips must be divided in to reinforcement groups.
7 single blip counters and 7 stacks of two blip counters must be laid out at random. The Genestealer may play one of
these 14 reinforcement groups per turn (so either one or two blips.) Once he runs out of blips, recycle the stacks into an
even number of single blip and stacks of two Genestealer blips and continue doing this until the game is over
Special Rules:
Sealing Bulkheads: There is a sealable bulkhead at every Genestealer entry point. In order to seal a bulkhead, a
Terminator must stand next to the entry point and spend 1AP or CP. This can not be a combined action. Once the
bulkhead is sealed, the marine player removes the purple Genestealer entry point marker. The Genestealer player may
no longer bring Genestealers on here.
Victory
Space Marines:
In order to win the mission, the Space Marine must seal all of the bulkheads at every Genestealer entry point and have at
least one surviving marine at the end of the game.
Genestealers:
The Genestealer player wins if he kills all of the Space Marines before he can seal all of the bulkheads.
279
Heroes of Ultramar
New Units: Ultramarines
280
Contents
Shadow of the Behemoth 3
Heroes of the Ul tramari nes 6
New rul es 8
Mi ssi ons 10
I : Outer Basti ons 10
I I : Conti ngency 12
I I I : Waste Di sposal 14
I V: Upl i nk 16
V: Last Stand 18
They have onl y one purpose and
there i s nothi ng they wi l l not do to
accompl i sh thi s, no matter how vi l e or
l oathsome i t mi ght be.
These abomi nati ons mean to destroy
everythi ng proud and nobl e, everythi ng
we hol d dear and have f ought so l ong
to achi eve.
-I nqi si tor Agmar on Tyrani ds
Heroes of Ultramar
Heroes of Ultramar
Af ter math 20
Credi ts 21
281
NEW RULES
NEW RULES
SPACE MARI NE CAPTAI N
The Captai ns of the Space Mari nes are al l
mi ghty champi ons of humani ty; experi enced
warri ors wi th unmatched ski l l at arms and
hundreds of years of tacti cal experi ence to
draw upon.
Captai ns add +2 to thei r combat score.
Addi ti onal l y, they f ol l ow the same rul es
as Sergeants i n respect to redrawi ng
command poi nts.
PLASMA BLASTER
Pl asma Bl asters are anci ent and rare
artef acts, f ew of whi ch sti l l f uncti on i n the
41st mi l l enni um. Onl y the mi ghti est heroes
of a Chapter woul d be granted the honour
of carryi ng one i nto battl e. These arcane
guns combi ne the portabi l i ty of a Storm
Bol ter wi th the destructi ve potenti al of a
pl asma gun. Thei r onl y downsi de i s thei r
comparati vel y sl ow rate of f i re.
Pl asma Bl asters f ol l ow al l the rul es f or
Storm Bol ters, wi th the excepti on that they
ki l l on a 5+. Addi ti onal l y, a pl asma bl aster
cannot f i re on Overwatch as i t cannot
sustai n such a hi gh rate of f i re.
AI R DUCTS
Some areas of the northern pol ar f ortress
are ri ddl ed wi th ai r ducts l arge enough to
al l ow humanoi d creatures passage. Whi l e
the mari nes of the Fi rst Company are not
agi l e enough to make use of them, they
al l ow Genesteal ers swi f t passage through
the f ortress, unseen by human eyes.
Ai r ducts are marked on the appropri ate
mi ssi on maps i n brown and are treated l i ke
corri dors wi th the f ol l owi ng excepti ons.
Genesteal ers, Li ctors and Bl i ps may enter an ai r
duct f or 2APs and exi t f or 1AP. They must enter
and exi t usi ng the square di rectl y i n f ront of the
ai r duct: they may not move di agonal l y. Otherwi se,
they move through them exactl y l i ke corri dors.
Bl i ps i n corri dors that convert adj acent to an ai r
vent may not pl ace Genesteal ers i n the ai r duct,
and vi ce-versa. Model s that cannot be pl aced are
l ost as normal .
Space Mari nes may not enter or draw l i ne of si ght
i nto or through an ai r duct.
Space Mari nes may not f i re any weapons i nto the
ai r duct, wi th the si ngl e excepti on of the Heavy
Fl amer. The Mari ne must be di rectl y i n l i ne wi th the
ai r duct wi thout any i nterveni ng model s. Treat the
duct as a separate board secti on.
Psychi c powers that do not requi re l i ne of
si ght may target the ai r ducts as though they
were corri dors.
A Mari ne stood i n the square di rectl y i n f ront of
the ai r duct exi t may be attacked i n cl ose assaul t
by a Genesteal er i n the l ast square of the ai r duct.
Fi ght combat as normal , but i f the resul t i s a draw
then the Genesteal er wi ns. I n ei ther case the
wi nni ng model i s pl aced i n the exi t square.
Termi nators attacked i n cl ose assaul t by a
Genesteal er i n the ai r vent wi l l not be abl e to f i re
any Overwatch shots bef ore the combat, as he has
no warni ng bef ore the Genesteal er attacks!
LI CTORS
Li ctors are deadl y Tyrani d vanguard
organi sms that speci al i se i n i nf i l trati on
and scouti ng. They wi l l i nf i l trate ahead of
the Tyrani d swarm usi ng thei r i ncredi bl e
chamel eoni c powers to remai n undetected,
then stri ki ng f rom the shadows bef ore
di sappeari ng once more, l eavi ng onl y death
i n thei r wake.
Li ctors f ol l ow the rul es f or Broodl ords i n
al l respects, al though thei r survi vabi l i ty
shoul d be attri buted to thei r i nhuman
ref l exes and chamel eoni c scal es rather than
the f i ghti ng prowess and psychi c mi ght of
the Broodl ord.
Thi s secti on contai ns rul es f or new model s and equi pment.
They are not used i n every scenari o i n thi s campai gn pack,
j ust i n the scenari os i ndi cated.
A l i ctor vanguard organi sm regards the
carapace of a f al l en Ul tramari ne veteran.
282
MISSION I OUTER BASTIONS
MISSION I OUTER BASTIONS
SERGEANT DARDI NI US COULD NOT BELI EVE
THE SCENE UNFOLDI NG BEFORE HI S EYES AS HE
DI SCHARGED HI S STORM BOLTER THROUGH THE VI SI ON
SLI T OF THE BUNKER. A SEETHI NG, ROLLI NG TI DE
OF LI VI NG BODI ES WAS FLOODI NG ACROSS THE I CE
PLAI NS TOWARDS HI S POSI TI ON, DRAGGI NG DOWN
SCOUT TI TANS AND CRACKI NG OPEN LAND RAI DERS
WI THOUT SO MUCH AS SLOWI NG DOWN. NOTHI NG I N
ALL HI S LONG YEARS OF WAR HAD PREPARED HI M FOR
THI S, BUT HI S TRAI NI NG AS A ULTRAMARI NE DI DN T
ALLOW I T TO SHOW.
MAI NTAI N FI RE DI SCI PLI NE, HE REMI NDED HI S
SQUAD, BUT THE ORDER WAS POI NTLESS, EVEN
UNDI SCI PLI NED FI RE COULD NOT MI SS THE XENOS
SWARM. DARDI NI US LOOKED DOWN AT HI S SCANNER.
+++300M+++ BESTI AL ROARS SPLI T THE AI R,
SOUNDI NG STRANGELY DI STORTED THROUGH HI S
AUTOSENSE FI LTERS.
+++200M+++ THE TREMOR OF THE GROUND
BENEATH HI S FEET WAS NOTI CEABLE NOW.
+++100M+++ CLI CK. HI S STORM BOLTER RAN
DRY. DARDI NI US RELOADED I N A FLASH.
+++CONTACT+++ TALONS SLASHED LEFT AND
RI GHT THROUGH THE BUNKER S VI SI ON SLI TS, AS
SWI FT AS QUI CKSI LVER AND AS TOUGH AS STEEL.
BESTI AL FACES ROARED AND TRI ED TO SQUEEZE
THEMSELVES THROUGH THE FAR-TOO-NARROW
VI EWI NG PORTS. DARK I CHOR AND BI LE SPRAYED
I N, HI SSI NG OFF THE TERMI NATOR S ARMOUR.
SOMEWHERE ELSE I N THE BUNKER COMPLEX,
SOMEONE SCREAMED.
SUSTAI NED FI RE, ORDERED DARDI NI US,
ENCOURAGI NG HI S SQUAD TO KEEP SHOOTI NG.
EVERY BOLT ROUND BLASTED APART ALI EN FLESH
AND SHATTERED CHI TI N, AND AS EACH TYRANI D
COLLAPSED HE EXPECTED TO SEE CHI NKS OF
DAYLI GHT SPI LLI NG I N BEHI ND THEM, BUT ALL HE SAW
WAS AN EVEN FOULER CREATURE READY TO TAKE THE
PLACE OF THE ONE HE D JUST KI LLED.
THUNK. THUNK. THUNK. BOOM! SOMEWHERE
I N THE BASTI ON THE MACHI NE SPI RI T OF AN AUTO-
BLAST DOOR FAI LED. THE SOUND OF GUN FI RE
I NTENSI FI ED AND THE COMM-NET TRAFFI C SPI KED
DRAMATI CALLY. DARDI NI US STRUGGLED TO PI CK OUT
HI S ORDERS FROM THE STATI C.
SQUAD, ASSUME TACTI CAL WI THDRAWAL
FORMATI ON BETA, HE SAI D SUDDENLY, BROTHER
GREGORI AN, LAY DOWN COVER WI TH YOUR ASSAULT
CANNON. CAPTAI N I NVI CTUS HAS ORDERED US TO
FALL BACK AND ASSUME SECOND LI KE DEFENSI VE
POSI TI ONS I N THE LOWER LEVELS.
FI RI RI NG ONE LAST BURST I NTO THE MASS OF
ALI ENS APPENDAGES AND BODI ES STI LL PRESSI NG
THROUGH THE FI RE SLI TS, DARDI NI US TURNED AND
MOTI ONED HI S SQUAD TOWARDS THE HATCH THAT
LED TOWARDS THE LOWER LEVEL, WARI LY REGARDI NG
THE BLI PS THAT CI RCLED AROUND THEM ON HI S
MOTI ON SCANNER.
283
OBJECTI VES
The Space Mari nes must escape by exi ti ng through the
stai rs, marked X, i n the l ower ri ght-hand corner of the map.
FORCES
Mari nes
The Mari ne pl ayer has the f ol l owi ng f orces:
Squad Dardi ni us
1 Mari ne Sergeant wi th Storm Bol ter and Power Sword
2 Mari nes wi th Storm Bol ter and Power Fi st
1 Mari ne wi th Storm Bol ter and Chai n Fi st
1 Mari ne wi th Assaul t Cannon and Power Fi st
Genesteal ers
The Genesteal er pl ayer starts wi th 1 bl i p and recei ves 1
bl i ps as rei nf orcements per turn.
DEPLOYMENT
Mari nes
The Mari ne pl ayer may depl oy hi s Mari nes i n the rooms
marked A, B and C, i n any square and f aci ng any di recti on.
There must be at l east one Mari ne i n each of the rooms.
Genesteal ers
The Genesteal er rei nf orcements can enter at any of the
marked entry poi nts.
SPECI AL RULES
Escape: Any Mari ne model may use the stai rs marked X
on the map to escape to saf ety.
ENDI NG THE MI SSI ON
The mi ssi on ends when there are no more Mari nes l ef t i n
pl ay. I f three or more Mari nes escaped then the Mari nes
wi n. Any other resul t i s a draw.
284
MISSION II CONTINGENCY
MISSION II CONTINGENCY
SERGEANTS CONJECTUS AND RUBI CUS MOVED
THEI R SQUADS THROUGH THE TUNNEL NETWORK
AT DOUBLE-PACE. THE NAVI GATI ON I NSI GNI A ON
THE WALLS I NDI CATED THE RESERVE ARMOURY WAS
DI RECTLY AHEAD OF THEM. THEY WERE WELL OVER
ONE HUNDRED METRES BELOW EAGLE BASTI ON
AT THE NORTHERN DEFENCE FORTRESS, MARCHI NG
THROUGH TUNNELS HEWN FROM THE I CY GRANI TE OF
MACRAGGE S POLAR CONTI NENT. SOUNDS OF BATTLE
DRI FT DOWN FROM ABOVE, SOUNDI NG MUFFLED AND
DI STANT; A WHOLE WORLD AWAY.
CAPTAI N I NVI CTUS HAD ORDERED THE WI THDRAWAL
TO THE SECONDARY DEFENSI VE LI NES I N THE
LOWER LEVELS. SQUADS CONJECTUS AND REBI CUS
WOULD BE MOVI NG TO JOI N THE REST OF THE FI RST
COMPANY SHORTLY, BUT THEY HAD BEEN ORDERED TO
DETOUR VI A THE RESERVE ARMOURY AND SECURE AS
MUCH AMMUNI TI ON AND EQUI PMENT AS POSSI BLE.
SPREAD OUT, OVERWATCH POSI TI ONS, ORDERED
CONJECTUS AS THEY REACHED THEI R DESTI NATI ON.
THE ARMOURY WAS SPLI T ACROSS EI THER SI DE OF THE
CORRI DOR, THE TWO SQUADS SEPARATI NG TO SECURE
EACH ALL APPROACHES TO THE ROOMS.
GATHER AS MUCH AS YOU CAN, ORDERED
RUBI CUS, SURVEYI NG THE ROOM. AMMUNI TI ON
WAS PI LED FROM FLOOR TO CEI LI NG, ENOUGH FOR
MONTHS OF SI EGE. BUT WOULD I T BE ENOUGH TO
STOP THE NI GHTMARI SH TYRANI DS? HE WONDERED.
SI R, I DETECT MOVEMENT, REPORTED BROTHER
STROMBO SUDDENLY, I NDI CATI NG THE APPROXI MATE
DI RECTI ON OF APPROACH WI TH THE BARREL OF HI S
ASSAULT CANNON.
RUBI CUS LOOKED DOWN AT HI S SUI T S SCANNER.
I T WAS TRUE, A SERI ES OF BLI PS WERE CLOSI NG I N
ON THEI R POSI TI ON. THE TYRANI DS WERE SWARMI NG
THROUGH THE FORTRESS FAR FASTER THAN HE WOULD
HAVE THOUGHT POSSI BLE.
HURRY, GATHER AS MUCH AS YOU CAN- BEGAN
RUBI CUS, BUT HI S FELLOW SERGEANT CUT HI M OFF
MI D-SENTENCE.
NO, SAI D CONJECTUS, BROTHER, THE
APPROACHES TO THI S ARMOURY ARE VOI D FI ELD
PROTECTED, AND THE ACTI VATI ON CONTROLS ARE
NOT FAR FROM HERE. WE WI LL NEVER BE ABLE TO
CARRY ALL THI S AMMUNI TI ON TO THE REST OF THE
COMPANY AND ALSO FI GHT AGAI NST THESE FOUL
ABOMI NATI ONS. LET US ACTI VATE THE SHI ELDS TO
BUY OURSELVES MORE TI ME.
A SOUND PLAN, BROTHER, NODDED RUBI CUS,
SQUAD, MOVE OUT!
285
OBJECTI VES
The Space Mari nes must secure the armoury area and
el i mi nate the Genesteal er threat.
FORCES
Mari nes
Squad Conj ectus
1 Mari ne Sergeant wi th Storm Bol ter and Power Sword
2 Mari nes wi th Storm Bol ter and Power Fi st
1 Mari ne wi th Storm Bol ter and Chai n Fi st
1 Mari ne wi th Heavy Fl amer and Power Fi st
Squad Rubi cus
1 Mari ne Sergeant wi th Storm Bol ter and Power Sword
2 Mari nes wi th Storm Bol ter and Power Fi st
1 Mari ne wi th Storm Bol ter and Chai n Fi st
1 Mari ne wi th Assaul t Cannon and Power Fi st
Genesteal ers
The Genesteal er pl ayer starts wi th 2 bl i ps and recei ves 2
rei nf orcement bl i ps per turn.
DEPLOYMENT
Mari nes
The Mari ne pl ayer may depl oy one squad i n the rooms
marked A, and the other squad i n the room marked B.
Mari nes may be depl oyed i n any square and f aci ng
any di recti on.
Genesteal ers
The Genesteal er rei nf orcements can enter at any of the
marked entry poi nts.
SPECI AL RULES
Armoury Lockdown Protocol : The enti re armoury area i s
desi gned to enabl e i ts compl ete i sol ati on f rom the rest of
the f ortress i n the event of an emergency. A Mari ne may
acti vate thi s protocol by standi ng on the square marked
o i n the f ar ri ght room and spendi ng 4APs. These poi nts
must be spent i n one go on the same turn, but can i ncl ude
command poi nts.
I f a Mari ne successf ul l y manages thi s then the area has
been seal ed. For the rest of the game the Genesteal er
pl ayer may not bri ng on any more Genesteal ers or bl i ps
f rom any of the marked entry poi nts. Remove the spawn
poi nt marker arrows to remi nd you of thi s.
ENDI NG THE MI SSI ON
The mi ssi on ends i f there are no Genesteal ers or bl i ps
remai ni ng i n pl ay at the end of any Genesteal er turn.
I f al l the Mari nes are ki l l ed bef ore they can achi eve thi s,
then the Genesteal er pl ayer wi ns. Any other resul t i s a
Mari ne vi ctory.
You wi sh t o best me?
I am an Ul t ramari ne.
I have al ready won.
Anon.
286
MISSION III WASTE DISPOSAL
MISSION III WASTE DISPOSAL
THE FI VE HULKI NG TERMI NATORS SPLASHED
PURPOSEFULLY FORWARD THROUGH THE PUDDLES OF
BRACKI SH WATER. THESE WASTE DI SPOSAL CONDUI TS
HAD PROBABLY NEVER FELT THE TREAD OF AN
ULTRAMARI NE SI NCE THI S FORTRESS WAS FOUNDED,
BROTHER-LI BRARI AN ARCADI US THOUGHT RUEFULLY
TO HI MSELF, YET HERE THEY WERE SLI NKI NG THROUGH
THEM LI KE RATS I N A DRAI N.
THEY HAD LI TTLE CHOI CE I N THE MATTER; THE
SECOND LI NE POSI TI ONS HAD BEEN OVERRUN AND
CAPTAI N I NVI CTUS HAD ORDERED A FALL BACK TO
THE VERY HEART OF THE FORTRESSES SUB LEVELS.
DYI NG WHERE THEY STOOD WOULD HAVE SERVED NO
PURPOSE, I T MADE FAR MORE TACTI CAL SENSE TO
REGROUP AND POOL THEI R FI REPOWER ONCE MORE.
ARCADI US WAS LEADI NG THE BATTLE-SCARRED
AND WEARY SURVI VORS OF SEVERAL SQUADS
THROUGH THE WASTE CONDUI TS TO REACH THE
RENDEZVOUS POI NT. HE KNEW THAT THE TYRANI DS
AND THEI R GENESTEALER VANGUARD COULD NOT
BE FAR BEHI ND. SOMETHI NG NEW HAD APPEARED
I N THE LAST WAVE OF THE SWARM TOO, GI ANT,
LI THE KI LLERS WI TH MASSI VE MANTI S TALONS AND
FLI CKERI NG, CHAMELEONI C SCALES. THEI R APPROACH
WAS NOT EASY TO DETECT EVEN FOR THE
LI BRARI AN AND HE KNEW THEY COULD BE METRES
AWAY AND HE WOULD NEVER KNOW
287
OBJECTI VES
The Mari nes must pass through the waste processi ng area
and l i nk up wi th thei r brothers on l ower l evel s.
FORCES
Mari nes
The Mari ne pl ayer has the f ol l owi ng f orces:
1 Mari ne Li brari an wi th Storm Bol ter and Force Axe
1 Mari ne wi th Li ghtni ng Cl aws
1 Mari ne wi th Storm Bol ter and Power Fi st
1 Mari ne wi th Storm Bol ter and Chai n Fi st
1 Mari ne wi th Heavy Fl amer and Power Fi st
Genesteal ers
The Genesteal er pl ayer starts wi th 1 bl i p i n ei ther of the
two rooms and recei ves 1 rei nf orcement bl i p per turn.
DEPLOYMENT
Mari nes
The Mari ne pl ayer sets up hi s f orces as he wi shes i n the
marked corri dor.
Genesteal ers
The Genesteal er rei nf orcements can enter at any of the
marked entry poi nts.
SPECI AL RULES
Escape: Any Mari ne model may use the stai rs marked X
on the map to escape to saf ety.
Li ctor: The Li ctor i s avai l abl e f or the Genesteal er pl ayer to
use i n thi s mi ssi on.
ENDI NG THE MI SSI ON
The mi ssi on ends when there are no Mari nes l ef t i n pl ay.
I f the Li brari an and one addi ti onal Mari ne managed to
exi t the map vi a the stai rs marked X then thi s i s a Mari ne
vi ctory. I f two or more Mari nes exi ted to saf ety but the
Li brari an di d not then thi s i s a draw. Any other resul t i s a
Genesteal er vi ctory.
To admi t def eat i s
t o bl aspheme agai nst
t he Emperor.
Roboute Gui l l i man
288
289
OBJECTI VES
The Mari nes must retri eve the vox-upl i nk rel ay, then exi t
the map vi a the I mperi al entry poi nt.
FORCES
Mari nes
1 Mari ne Captai n wi th Pl asma Bl aster and Power Fi st
1 Mari ne Sergeant wi th Storm Bol ter and Power Sword
( Squad Conj ectus)
2 Mari nes wi th Storm Bol ter and Power Fi st
1 Mari ne wi th Storm Bol ter and Chai n Fi st
1 Mari ne wi th Heavy Fl amer and Power Fi st
Genesteal ers
The Genesteal er pl ayer starts wi th bl i p i n ei ther of the two
rooms and recei ves one rei nf orcement bl i p per turn.
DEPLOYMENT
Mari nes
The Mari ne pl ayer may depl oy i n the marked corri dor.
Genesteal ers
The Genesteal er rei nf orcements can enter
at any of the marked entry poi nts.
SPECI AL RULES
Vox-upl i nk Rel ay
The vox-upl i nk rel ay i s an obj ect, and
f ol l ows al l the rul es f or obj ects. I t i s
depl oyed on the square marked o .
ENDI NG THE MI SSI ON
The mi ssi on ends when a Mari ne carryi ng
the vox-upl i nk rel ay exi ts the board vi a the
I mperi al control l ed entry poi nt at the top
of the map.
290
MISSION V LAST STAND
MISSION V LAST STAND
I NVI CTUS REGARDED THE MASSI VE SWARM OF
BLI PS SURROUNDI NG THEI R POSI TI ON WI TH COLD
DETACHMENT. HE HAD BEEN CORRECT: THI S LAST
PART OF THE POLAR BASTI ON STI LL I N ULTRAMARI NE
HANDS HAD BEEN SAFE FOR ONLY A SHORT PERI OD OF
TI ME THE TYRANI DS WERE I NDEED REGROUPI NG FOR
ANOTHER ATTACK. I NVI CTUS GRI NNED RUEFULLY THAT
THE PENI TORI UM WOULD BE THE LAST STRONGHOLD
OF HE AND HI S MEN. I T SEEMED GRI MLY POETI C.
PREPARE YOURSELVES, BROTHERS HE
COMMANDED, TURNI NG AWAY FROM HI S AUSPEX
TO REGARD EACH OF HI S WARRI ORS I N TURN, THE
ENEMY MASSES FOR THE FI NAL ATTACK, AND ONLY
ONE SPECI ES WI LL LEAVE THESE CORRI DORS ALI VE.
LORD CALGAR THE EMPEROR BLESS HI S
NAME NOW KNOWS OF OUR SI TUATI ON AND HAS
DESPATCHED CAPTAI N FABI AN AND HI S THI RD
COMPANY TO ASSI ST US SOON. WE NEED MERELY
HOLD BACK THE XENOS TI DE UNTI L THEN.
A MASSI VE ALI EN ROAR ECHOED DOWN THE
CORRI DORS SURROUNDI NG THE TERMI NATORS,
SEEMI NG TO COME FROM ALL DI RECTI ONS AT ONCE.
I N TRUTH, I T PROBABLY DI D.
I NVI CTUS TURNED BACK TO FACE THE BARRI CADES,
DONNI NG HI S HELMET. HE KNEW A CHALLENGE WHEN
HE HEARD ONE, REGARDLESS OF LANGUAGE. AS
THE ROAR DI ED AWAY, THE CLATTER AND RATTLE OF
HARD CLAWS AND HOOVES BEATI NG OUT AN I NSANE
RHYTHM ON METAL FLOORS AND WALLS COULD
CLEARLY BE HEARD. THE BLI PS DREW I NEXORABLY
CLOSER, MERGI NG AS ONE MASS.
NO MATTER WHAT HAPPENS THI S DAY, ALWAYS
REMEMBER WHO YOU ARE, SAI D I NVI CTUS I NTO THE
VOX-NET, HI S POWERFUL AND REASSURI NG VOI CE
REACHI NG I NTO THE SOUL OF EVERY MAN PRESENT,
YOU ARE SPACE MARI NES; SONS OF GUI LLI MAN;
HEROES OF ULTRAMAR!
THE FI RST GENESTEALER BURST I NTO VI EW,
LEAPI NG OVER THE BARRI CADES FROM THE DARKNESS.
I NVI CTUS TOOK AI M AND SQUEEZED THE TRI GGER OF
HI S PLASMA BLASTER.
291
OBJECTI VES
The Mari nes have l i ttl e hope of survi vi ng the waves of
Genesteal ers assaul ti ng them wi thout rei nf orcements, but
every mi nute they survi ve bri ngs Captai n Fabi an and the Thi rd
Company rel i ef f orce nearer to Macragge.
FORCES
Mari nes
1 Space Mari ne Captai n wi th Pl asma Bl aster and Power Fi st
2 Mari ne Sergeants wi th Storm Bol ter and Power Sword
6 Mari nes wi th Storm Bol ter* and Power Fi st
2 Mari ne wi th Storm Bol ter and Chai n Fi st
Genesteal ers
The Genesteal er pl ayer starts wi th 2 bl i ps and gai ns 2
rei nf orcement bl i ps a turn.
DEPLOYMENT
Mari nes
The Mari ne pl ayer may depl oy hi s Mari nes i n the rooms marked
A, B, C and D, i n any square and f aci ng any di recti on. There
must be at l east one Mari ne i n each of the rooms.
Genesteal ers
The Genesteal er rei nf orcements can enter at any of the marked
entry poi nts.
SPECI AL RULES:
Last Stand: The Mari nes may have addi ti onal f orces to ai d
them dependi ng on how wel l they perf ormed i n the previ ous
mi ssi ons.
I f they won Mi ssi on I , repl ace one of the Storm Bol ters marked
* wi th a Heavy Fl amer.
I f they won Mi ssi on I I , repl ace one of the Storm Bol ters marked
* wi th an Assaul t Cannon.
I f they won Mi ssi on I I I , the Mari nes gai n a Li brari an armed wi th
Storm Bol ter and Force Axe.
I f they won Mi ssi on I V, the Mari nes gai n a Mari ne Sergeant
armed wi th Li ghtni ng Cl aws and a Mari ne armed wi th Thunder
Hammer and Storm Shi el d.
I f there are more than 12 or 13 Mari nes present at the start of
the game ( see Last Stand bel ow) then the Genesteal er pl ayer
starts wi th 3 bl i ps i nstead of 2. I f there are 14 Mari nes present
at the start of the game then the Genesteal er pl ayer starts wi th
4 bl i ps i nstead of 2.
Li ctor: The Li ctor i s avai l abl e f or the Genesteal er pl ayer to use
i n thi s mi ssi on.
Al l out attack!: Genesteal ers, Li ctors and Bl i ps are not f orced
to Lurk i n thi s mi ssi on.
ENDI NG THE MI SSI ON
The mi ssi on ends af ter 20 turns. I f there are any Mari nes sti l l
al i ve at the end of turn 20 thi s i s a Mari ne vi ctory. Any other
resul t i s a Genesteal er vi ctory.
292
Tome of Fire:
New Units: Salamanders
293
TOME OF FIRE
(A 3
rd
Edition Space Hulk Campaign)
The Salamanders
The Salamanders are one of the Loyalist First Founding Chapters of Space Marines. Hailing from the volcanic Death World of
Nocturne, the Salamanders follow the Codex Astartes but their doctrines are also strongly influenced by the Promethean Cult of
Nocturne, an accepted variant of the Imperial Cult that places high regard on self-reliance, self-sacrifice, and loyalty to each other as
well as to the Emperor.
Like many of the First Founding Chapters, the Salamanders recruit exclusively from the people of their homeworld, Nocturne.
Children aspiring to become Space Marines begin their training at the age of six or seven Terran years as the apprentice to a
Salamanders Astartes. They spend several years learning the art of the smith, and the most able apprentices are then judged by the
Chapter's Apothecaries and Chaplains to see if they are worthy (and capable of surviving the gene-seed organ implantation process)
to become Space Marines. Their training includes many of the same trials the Emperor and Primarch Vulkan competed in according
to Nocturnan legend, finally culminating in the hunting and slaying of a massive Salamander on Mount Deathfire.
The hammer and the fire are both important symbols of the Cult, and the Chapter makes widespread use of flamers, meltaguns, and
thunder hammers in their armoury. As one can imagine, this preference for flamers and meltas leads to a strong affinity among the
Salamanders for close-range shooting when in combat.
An unusual trait of the Salamanders is that their Battle-Brothers tend to be slower in reflex reaction than other Chapters, though the
origin of this factor is debated and has not been attributed to any factors present in the gene-seed. It is unknown whether this
defect is due to a problem with the gene-seed that manifested as a result of most Salamanders Battle-Brothers being raised on their
high-gravity world, or the psychological result of the Chapter's doctrines and psycho-conditioning against hastiness and impetuosity.
However, it has been noted that a Salamanders Space Marine can move just as quickly as any Astartes equipped with Power Armour,
which gives some weight to the psychological hypothesis. Also, as a result of a reaction between their genetics and the high levels of
radiation present on Nocturne due to the constant volcanic churning of rare earth elements from the planet's deep crust,
Salamanders Battle-Brothers usually have dark or jet black skin and bright, burning eyes with the capability to see in the infrared
band of the electromagnetic spectrum, which gives them a natural form of night vision.
Self-reliance and craftsmanship are both highly prized traits within the Salamanders Chapter as their Primarch Vulkan himself was a
great Artificer, forging many wonders.
The Lost Artefacts of Vulkan
Around a thousand years after the Horus Heresy, the Salamanders Primarch Vulkan hid nine artefacts around the galaxy for his
Chapter to find as a test to see if they were worthy of his leadership. He then disappeared, leaving his Chapter with the message that
whenever the Forgefather of the Salamanders had found all nine items, Vulkan would return to lead his Chapter to victory over the
enemies of the Imperium in its final days of greatest need, according to the signs foreseen in the Chapter's book of prophecy, the
Tome of Fire. Of these nine relics, five have been recovered, three of whichthe Spear of Vulkan, Kesare's Mantle and the Gauntlet
of the Forgeare wielded by the Chapter's Forgefather, Vulkan He'stan. Twothe Chalice of Fire and the Eye of Vulkanremain on
the Nocturnean moon of Prometheus in the Chapter's fortress-monastery, while the last four artefactsthe Engine of Woes, the
Obsidian Chariot, the Unbound Flame and the Song of Entropyhave yet to be discovered.
- Salamanders, Warhammer 40K Wiki
http://warhammer40k.wikia.com/wiki/Salamanders
What follows is the story of how the Salamanders reclaimed one of these artefacts
294
PLAYING WITH SALAMANDERS SPACE MARINES
The following rule changes are intended for those playing with Salamanders Space Marines. The Blood Angels
miniatures provided in Games Workshops 3
rd
Edition of Space Hulk function perfectly for this purpose.
If the Space Marine player wishes, he may choose to play the Tome of Fire campaign using Blood Angels and
the standard 3
rd
Edition Space Hulk rules. Doing so will make the overall campaign easier, but the missions in
Tome of Fire - Part 2 will be much more difficult.
Rule Changes
Cautious: Salamanders have slower reaction times and, consequently, only receive 2 minutes to act during
their Action Phase (to simulate the faster speed of the Genestealers); for each Sergeant on a team, the Space
Marine player may add an additional 30 seconds to the timer (for a maximum of 3 minutes).
Flame Resistant: Salamanders entering a tile with a flamer blast are killed on a roll of 5 or higher. If a Space
Marine survives the die roll, he may move freely through the flaming area for the rest of his turn. Salamanders
suffering a direct hit from a flamer blast (i.e. from friendly fire) must roll for survival as per normal flamer blast
rules (killed on a roll of 2 or higher). Again, if the Space Marine survives, he may freely traverse the flamed
area with no further damage.
Night Vision: a Salamanders' weapon range remains unaffected in unnatural darkness.
Air Ducts: Mission 6: Song of Entropy utilizes the air ducts tile set from the Defilement of Honor campaign
(White Dwarf 197). For your convenience, a PDF of the air ducts tiles has been attached at the end of this
campaign. The special rules explaining the use of the air duct tiles are listed below.
GENESTEALERS
Genestealers or Blips may enter an air duct from the square directly in front of the air duct at a cost of 2 APs. Genestealers or Blips
may move from the end of an air duct into the square directly in front of the air duct at a cost of 1 AP. With the exception of
entering and leaving, Genestealers and Blips move through air ducts exactly as if they were corridors. When converting a Blip in an
air duct, you may only place Genestealer models in the air duct. Models which cannot be placed in the air duct itself are lost. The
opposite is also true: Blips in a corridor or room cannot convert into an air duct.
SPACE MARINES
The air ducts are too high to allow Space Marines entry and, although the Space Marines can see the opening of the air duct, they
have no line of sight into the air ducts themselves. This means that the Space Marines cannot fire at Genestealers inside air ducts
and Blips are not forced to convert. The only exception to this rule is that a heavy flamer may be fired at the first square of the air
duct. This may only be done by a Space Marine directly in line with the opening and with no models in between. Either one or two
flame counters may be placed on the first square of the air duct. If there is a Blip on the targeted square, convert the Blip first and
then roll for the Genestealers in the flamed square.
HINT: A Space Marine on overwatch guarding an air duct will have to target the exit square (the square directly in front of the air
duct). Then, when a Genestealer is moved from the air duct into the exit square, the Space Marine can fire at it.
CLOSE ASSAULT FROM AIR DUCTS
If a Terminator is standing in an exit square it may be attacked in close assault by a Genestealer inside the air duct. The resulting
combat cannot be drawn; if the result would be a draw, the Genestealer wins and the Space Marine is removed. In any case, the
winning model is left in the exit square. Note that a Terminator on overwatch in an exit square does not fire at a Genestealer
attacking from an air duct as he has no warning before the Genestealer strikes!
TOME OF FIRE - PART 1
Over a millennium ago, a Salamanders command ship called the Golden Flame disappeared while transporting
rare pages of the Tome of Fire, the Promethean book of prophecy. Against all expectations, the ship has
recently resurfaced within jumping distance of a Salamanders command post. Preliminary materia scans
indicate that the vessel has returned as part of a small space hulk infested with Genestealers.
295
MISSION 1: Faith of the Forgefather
STATUS
The Forgefather is very interested in the pages the Golden Flame was carrying before its disappearance and
has asked that a squad of his best soldiers be sent to investigate. The Genestealer infested ship, dubbed
Wormtongue, will be boarded by a team of Salamanders Space Marines from the 1st Company, the renowned
Firedrakes.
Objective
Establish a secure perimeter on the Genestealer controlled vessel.
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has one squad. It consists of a Sergeant armed with a thunder
hammer and storm shield, a Space Marine armed with a storm bolter and power sword, a Space Marine
armed with a heavy flamer and power fist, a Space Marine armed with an assault cannon and power fist, a
Space Marine armed with a storm bolter and chainfist, and a Space Marine armed with a storm bolter and
power fist.
Genestealers: The Genestealer player begins the mission with two blips and receives two reinforcement blips
per turn. Blips may enter play at any area.
SPECIAL RULES
No Lurking: In this mission, blips and Genestealers are not allowed to lurk. This means that they may not use
an entry area that is within six spaces of a Space Marine, as they would be forced to lurk should they do so.
Any blips that are unable to enter play because of this are destroyed.
VICTORY
Space Marines: The Space Marines secure Genestealer entry points by closing all the marked bulkhead doors.
Genestealers: The Genestealers kill the marines before they can secure the map.
296
297
MISSION 2: The Lost Pages
STATUS
Perimeter secure. Secondary scan of Wormtongue confirms materia matching original Tome of Fire is
scattered throughout vessel.
Objective
Locate, retrieve, scan, and transmit the lost pages of the Tome of Fire.
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has one squad. It consists of a Sergeant armed with a thunder
hammer and storm shield, a Space Marine armed with a storm bolter and power sword, a Space Marine
armed with a heavy flamer and power fist, a Space Marine armed with lightning claws, a Space Marine armed
with a storm bolter and chainfist, and a Space Marine armed with a storm bolter and power fist.
Genestealers: The Genestealer player begins the mission with two blips and receives two reinforcement blips
per turn. Blips may enter play at any area.
SPECIAL RULES
None.
VICTORY
Space Marines: The Space Marines spend 3 consecutive APs on each of the three marked map locations,
thereby transmitting scans of the pages to the Forgefather's ship.
Genestealers: The Genestealers kill the marines before they can transmit scans of all the lost pages.
298
299
MISSION 3: Vulkans Trail
STATUS
Supplemental data recovered along with the lost pages suggests Genestealer hybrids used the pages to locate
and secure one of the four lost artefacts of Vulkan.
Objective
Use the C.A.T. to extract the artefact's last recorded location from Wormtongue's central computer. Do not
allow Genestealers to destroy the C.A.T..
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has one squad. It consists of a Sergeant armed with a thunder
hammer and storm shield, a Space Marine armed with a heavy flamer and power fist, a Space Marine armed
with lightning claws, a Space Marine armed with a storm bolter and chainfist, and two Space Marines armed
with a storm bolter and power fist.
Genestealers: The Genestealer player begins the mission with three blips and receives one reinforcement blip
per turn. Once the Space Marine player has used the C.A.T. to access the ships central computer, the
Genestealer player receives two reinforcement blips per turn. Blips may enter play at any area.
SPECIAL RULES
The C.A.T.: Place the C.A.T. in the space with the Space Marine who is carrying it at the start of the mission.
Genestealers are allowed to enter the square with the C.A.T. but cannot pick it up or move with it. This means
that a Genestealer that enters the square with the C.A.T. must leave it behind if it moves on. The C.A.T. will
not move on its own.
Guard the C.A.T.: If the Genestealer player kills the Space Marine carrying the C.A.T., the C.A.T. is destroyed. A
marine may pass the C.A.T. to another adjacent marine for 1 AP. He may freely drop the C.A.T. during his turn,
but picking it up costs 1 AP. Dropping the C.A.T. during the Genestealer players turn costs 1 CP.
VICTORY
Space Marines: A Space Marine brings the C.A.T. to the central computer (marked X on the map) and spends
exactly 4 APs and 2 CPs to activate it and extract the data; the C.A.T. is returned to the secure area after
downloading the data.
Genestealers: The Genestealers kill the marine carrying the C.A.T. (thereby destroying it) or, if the Space
Marines have dropped the C.A.T., the Genestealers kill all the marines.
300
End of Part 1
All data pertaining to the Tome of Fire and the lost Vulkan artefact has been uploaded to the Forgefathers
ship. Despite expected fatalities, contact with Wormtongue has been deemed a success. Rather than risk
further lives, the Forgefather has directed all Space Marines to return to ship.
Within hours of vacating the space hulk, the Salamanders Techmarines have decoded and deciphered the data
downloaded from the C.A.T.. Using this data, the Techmarines were able to triangulate the last known location
of the Vulkan artifact captured by the Genestealer Hybrids. With a sure knowledge of relics location, the
Forgefather has authorized the full-scale destruction of the space hulk Wormtongue.
301
TOME OF FIRE - PART 2
The location of one of the four lost Vulkan artefacts has been successfully traced to a second Genestealer ship
in a distant star system. Scouts report that the ship appears to be a sleek black shard of glossy rock, longer (if
not larger) than any space hulk yet encountered. Due to its size and appearance, many of the Salamanders
have taken to calling the ship Obsidian Chariot.
Initial scans of Obsidian Chariot reveal an enormous Genestealer presence: nearly 200,000 purestrains in
cryogenic stasis. To prevent the Genestealers from awakening and swarming the boarding party, Obsidian
Chariot's cryogenics control room must be destroyed within the first 30 minutes of breaching the ship. To
achieve this goal, the Forgefather has commanded a double pronged attack against the cryogenics control
room.
MISSION 4: Obsidian Chariot
STATUS
Two squads of marines will enter from opposing docking bays and make their way to the cryogenics room.
One team must sacrifice itself and blow up the cryogenics control console; the other must continue onward
and locate the artefact.
Objective
Seal off the engine room from the cryogenics control room, then blow up the cryogenics control console.
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad one consists of a Sergeant armed with a
thunder hammer and storm shield, a Space Marine armed with a heavy flamer and power fist, a Space Marine
armed with a storm bolter and chainfist, and two Space Marines armed with a storm bolter and power fist.
Squad two consists of a Sergeant armed with a storm bolter and power sword, a Space Marine armed with an
assault cannon and power fist, and three Space Marines armed with a storm bolter and power fist.
Genestealers: The Genestealer player begins the mission with two blips and receives two reinforcement blips
per turn. Blips may enter play at any area.
SPECIAL RULES
Pressed for Time: The Space Marines must complete their objectives within 15 turns or else the Genestealer
player wins.
VICTORY
Space Marines: The Space Marines close all the bulkhead doors and destroy the cryogenics control room
(marked X) with a heavy flame blast or two shots from the assault cannon (the assault cannon may target an
empty space in the cryogenics control room for this purpose). Additionally, at least four surviving marines
must be on the engine room side of the sealed bulkhead doors before destroying the cryogenics control room.
Genestealers: The Genestealers kill the Space Marines carrying the heavy flamer and assault cannon before
they can destroy the cryogenics control room, the heavy flamer and assault cannon run out of ammunition
before completing the objective, or the Space Marines take more than 15 turns to complete their mission.
Draw: The Space Marines blow up the cryogenics control room before sealing the bulkhead doors or the
Genestealers kill seven or more Space Marines.
302
303
MISSION 5: Engine of Woes
STATUS
Despite the valiant efforts of the Firedrakes, over five thousand Genestealers were awoken from cryo-sleep
before the cryogenics control console could be destroyed. Large sections of the ship have also become
engulfed in flames, making it treacherous to advance farther let alone risk the use of another flamer blast.
Objective
Traverse Obsidian Chariot's flame-engulfed engine room and penetrate to the main computer room. Once
there, access the computer and determine the location of the lost Vulkan artefact.
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has one squad. It consists of a Sergeant armed with a thunder
hammer and storm shield, a Space Marine armed with a heavy flamer and power fist, a Space Marine armed
with lightning claws, a Space Marine armed with a storm bolter and chainfist, and two Space Marines armed
with a storm bolter and power fist.
Genestealers: The Genestealer player begins the mission with two blips and receives two reinforcement blips
per turn. Blips may enter play at any area.
SPECIAL RULES
Residual Flames: The mission begins with six sections of the engine room on fire. Place a flamer blast token in
each of the tile sections marked on the map. At the beginning of the Genestealer player's turn and beginning
with the Genestealer player, the Genestealer player and the Space Marine player alternate turns removing
flamer blasts from the board.
Unstable Engine Room: The Space Marine carrying the heavy flamer may not shoot into any of the marked tile
sections. If he does so, the ships engines explode and the Space Marines automatically lose the mission.
Because the mission begins with each of the six flamer blast tokens in use, the Space Marine carrying the
heavy flamer may not shoot the flamer unless the flamer blast tokens from the board have been returned to
him (up to a maximum of six).
VICTORY
Space Marines: At least three Space Marines make it to the computer room (marked X), and a Space Marine
uses 4 APs to access the computer and locate the artefact.
Genestealers: The Genestealers kill all the Space Marines before they can access the ship's main computer.
Draw: Less than three Space Marines are in the computer room after accessing the main computer.
304
305
MISSION 6: Song of Entropy
STATUS
After accessing Obsidian Chariot's main computer, the marines have identified the Genestealer ship as being
of Eldar origin. Although this disqualifies the ship from being one of the nine artefacts of Vulkan, the computer
did reveal the nature and location of the actual Vulkan artefact: a hammer of epic power being kept inside a
room two floors below the marines.
Objective
Navigate the space hulk's dark ventilation system and retrieve Vulkan's lost hammer.
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has one squad. It consists of a Sergeant armed with a thunder
hammer and storm shield, a Space Marine armed with a storm bolter and power sword, a Space Marine
armed with a heavy flamer and power fist, a Space Marine armed with lightning claws, a Space Marine armed
with a storm bolter and chainfist, and a Space Marine armed with a storm bolter and power fist.
Genestealers: The Genestealer player begins the mission with two blips and receives two reinforcement blips
per turn. Blips may enter play at any area.
SPECIAL RULES
Unnatural Darkness: The ventilation system is unnaturally dark, so much so that the Space Marines suit lamps
are having difficulty penetrating the darkness. If the Space Marine player is not using Salamanders (e.g. he is
using the standard rules and playing with Blood Angels), he suffers a penalty from having to shoot in the dark.
For this mission only, the Space Marines' shooting range is limited to five spaces (instead of the typical
unlimited/12). Due to their infrared vision, Salamanders Space Marines suffer no penalties from shooting in
the unnatural darkness.
Air Ducts: A network of air ducts runs just below ceiling level in the corridors and rooms. Some of the air ducts
are large enough to allow Genestealers to move through. Air ducts are shown on the mission maps and are
treated like corridors with a few additional rules. See Rule Changes on page 2 for more detail.
VICTORY
Space Marines: A Space Marine enters the space containing Vulkan's hammer (marked X) and spends 1 AP to
pick up the artefact.
Genestealers: The Genestealers kill all the marines.
306
307
MISSION 7: Unbound Flame
STATUS
Glory to the Emperor, Vulkan's hammer has been reclaimed! Based on the fragmented account given of the
weapon in the lost pages of the Tome of Fire, the Forgefather has declared this to be the artefact known as
Unbound Flame. Unfortunately for the marines, they are too deep inside the space hulk for the Forgefather's
ship to teleport them to safetyand the surviving Genestealers are converging on their location.
Objective
Clear a path to the ship's disposal chute and get the hammer off the ship.
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has one squad. It consists of a Sergeant armed with a thunder
hammer and storm shield, a Space Marine armed with a heavy flamer and power fist, a Space Marine armed
with a storm bolter and chainfist, and two Space Marines armed with a storm bolter and power fist.
Genestealers: The Genestealer player begins the mission with two blips and receives two reinforcement blips
per turn. Blips may enter play at any area.
SPECIAL RULES
Wielding the hammer: Unbound Flame is half thunder hammer, half meltagun and will superheat anything it
hits. In close combat, the Sergeant rolls as per normal thunder hammer attack (1d6 + 2). Regardless of the
outcome, the Genestealer must then roll for flamer damage (2 or higher kills the Genestealer).
Death of the Sergeant: Because all Salamanders marines are experts at wielding a hammer, if the Sergeant is
killed before reaching the chute, another Space Marine may enter the Sergeant's square and spend 1 AP to
exchange his primary weapon for Unbound Flame (attacking with 1d6 + 1 since he does not retain the
Sergeants additional +1 bonus to attack). If the Space Marine player is NOT using Salamanders Space Marines
(e.g. he is using the standard rules and playing with Blood Angels), the Space Marine player loses if the
Sergeant is killed.
Brood Lord: Once per game, when the Genestealer player draws a 3-blip, he may instead exchange it for the
Brood Lord.
VICTORY
Space Marines: The Sergeant (or another marine carrying the hammer) makes it to the disposal chute (marked
X) and spends 2 APs to jump ship.
Genestealers: The Genestealers kill all the marines (or, if playing with Blood Angels instead of Salamanders,
the Genestealers kill the Sergeant).
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309
Cradle of Despair
New Units: Rainbow Warriors
310
Contents
Page
Introduction 1
The Rainbow Warriors 2
The Cradle of Despair 3
Rules Changes 6
New Units
Chaplains
es
ts
ds
us
le
ce
id
od
er
te
ce
all
re
nt
m
ch
in
il
e
ss
ng
n
ns
air
8
Techmarin 9
10
Genestealer Hybri 13
Hybrid Mag 14
Mission Introduction 16
I: C.A.T.S. in the Crad 18
II: Recon For 22
III: Parano 26
IV: Paved in Blo 32
V: Mind Over Matt 36
VI: Stalema 40
VII: Cold Embra 44
VIII: Backs to the W 48
IX: Power Failu 52
X: Hybrid Hu 56
XI: Momentu 60
XII: Seal the Brea 64
XIII: A-Tra 68
XIV: Kil Kil K 72
XV: Race Against Tim 76
XVI: A Light in the Darkne 80
XVII: Die Standi 84
XIX: Meltdow 88
XX: This Vehicle Makes Wide Tur 92
XI: Throne of Desp 96
Epilogues 100
Design Notes 106
Hobby 108
311
On the edge of human space lies a region
known as the Eastern Fringe. It is the furthest
reaches of the Imperium, located on the far
side of the galactic core to Holy Terra, and is
often lawless and subject to long periods of
isolation.
During the Age of Strife the Eastern Fringe
suffered greatly. While the western reaches of
the galaxy were quickly re-united under the
banner of The Emperor it would be many more
years until the Imperium reached the isolated
worlds in the east.
Terrible wars had been fought, humanity
against the terrors of alien attack - man against
man in petty civil wars. But worst of all were
the unknown horrors that came from beyond
the stars, aeons old.
The breed of beast known as Genestealers had
been known for some time as an insidious
pest, but it was not until thousands of years
passed that their true nature was revealed.
Magos Biologis of the Adeptus Mechanicus
still debate if the Genestealer is originally a
creature of the Hive Fleets, or simply absorbed
into the genetic makeup as-is.
It matters little, as what previously had meant
death to a world through infection and blood
now meant death to systems and sectors at the
jaws of the Tyranid Hive Mind.
It is with this new, terrible, knowledge that the
terror of Genestealer infestation had to be
fought with a new urgency. When a brood
took deep enough root in a planets society it
would call to the Hive Mind, summoning the
world consuming fleets to feed. Costly wars
and loss of resources would be the best
outcome.
Drifting silently for untold years in the warp
aboard Space Hulks the Genestealers could
strike anywhere at any time with little
warning.
On the Eastern Fringe the Imperial Fleet is
spread thin, battling Orks, the expanding Tau
empire and the tendrils of Kraken and
Behemoth. They have no resources to spare to
track down a possible hulk in the depths of
space.
The Hulks had to be stopped, and only the
marines of the Adeptus Astartes were able to
match the Hulks sudden appearance and face
Genestealers in the twisting corridors and
corroding passages.
This is the tale of one such action carried out
by the Space Marines of the Rainbow Warriors
Chapter aboard the Hulk known as The Cradle
of Despair.
Y
312
Rules
Changes
The Timer
The timer is judged in a different manner in
the Cradle of Despair campaign than in the
main rulebook. Rather than a fixed amount the
timer varies dependant on the number of
Sergeants and Officers on the board at the
beginning of the Marine players turn.
The Marine player starts with a timer of two
minutes only to complete his turn. For every
Sergeant, Librarian or Chaplain on the board
he adds another 30 seconds. Lieutenants add
45 seconds, and Captains another minute.
For example: A Marine player with a Sergeant
and Lieutenant on the board would receive
three minutes and fifteen seconds to complete
his turn (2:00 + 0:30 + 0:45 = 3:15).
The longest a Marine player can have for their
turn is capped at four minutes. Also the
Marines only receive the bonus time if the
character is on the board at the start of their
turn. Should a character die during the
Marines turn (by falling down a ladder or
losing assault for example) the time bonus is
not lost until the Marines next turn.
It is recommended that the Genestealer player
reminds the Marine player at regular intervals
of the time remaining, and counts down the
last thirty seconds (laughing ominously or
maniacally is optional, but recommended).
Also stopping the timer when a rules query or
interruption occurs is advised.
The Genestealer has no time restriction as per
normal.
++Move! Move! Move! ++
++Four to the left! Hurry up with that
suppression!++
Rel oading
The Cradle of Despair allows for the heavy
flamer to be re-loaded mid game and uses a
slightly modified method of reloading.
Reloading the heavy flamer or assault cannon
costs 4APs or CPs as per the main rulebook.
However this is split into two separate actions
of 2APs each.
First the empty ammo canister is detached,
costing 2APs. The weapon is now unloaded.
Unloaded weapons clearly cannot fire in any
capacity.
This allows the reloading to be performed as
two actions, rather than one 4AP one.
Weapons may obviously only reload with the
correct type of reload, however if two models
have the same type of weapon one may give
another a reload following the rules for objects
in the main rulebook (although the reload is
destroyed if the model carrying it is slain).
Example: Trooper Shukri is out of ammunition
for his flamer (and has expended his own
reload). Trooper Bodan has a full flamer and
a reload. Bodan moves to Shukri at the cost of
3APs, and being adjacent uses her last AP to
pass the flamer reload to Shukri.
F l amer and Thunder
hammer Sel f
Des t r uc t
A flamer or thunder hammer wielding Marine
may self destruct their weapon as a last resort.
A flamer must have one shot of ammunition
remaining (and loaded into the weapon). At
313
the cost of 2APs or CPs the Marine Player
may declare they are self destructing the
flamer. Remove the flamer trooper
immediately as a casualty.
A not e on Mar ine
Equipment
It must be noted that players should read the
mission descriptions carefully. Whereas the 3
rd
Edition standard missions use the same
characters for ever mission the same is not true
for this campaign.
The force of the explosion is so powerful that
all models are hit as per a normal flamer hit,
but any failed kill rolls may be re-rolled. The
room is then considered on fire as if it had
been flamed normally.
For instance in the 3
rd
Edition missions feature
a Sergeant with a thunder hammer and a
Marine with lighting claws, but this campaign
has Marines armed with thunder hammers and
Sergeants with lightning claws. Similarly not
every Sergeant has a power sword, some have
power fists.
The thunder hammer may be self destructed at
the cost of 1AP or CP. Remove the thunder
hammer marine immediately as a casualty.
The explosion effects the whole board section,
destroying any Marine or door on a roll of 4+
and Genestealer on a 2+. If there is a model
behind a door, but on the same board section,
roll to see if the door is destroyed. If it is roll
for the model behind the door as the blast
carries past the barrier. If the door is not
destroyed the model behind the door is
unharmed.
The main rulebook has all the relevant
modifiers, just be sure to check they are added
correctly.
d
The first threw itself at him wildly, its claws
raking sparks from his storm shield as the
hammer cracked through its skull. He had no
time to pause, slaying the second with his
return stroke. The third lunged with its talons,
but Thu brought the edge of his shield down,
pinning the beasts arms to the ground before
pulping its body.
TV, weve got hostile forces inbound,
multiple blips converging on your location.
They must be held.
Roger that Command.
Thu TV Vukasan stepped forward into the
intersection of the two tunnels, the glow from
his suit lights disappearing rapidly in the
darkness.
So it went, killing one after the other, the
corridor becoming slick with blood and gore.
But more came, ripping through the bulkheads,
teeth bared. Stepping forward he swung
wildly, killing with every stroke.
Gauntleted fists tightened around the haft of
his thunder hammer as auspex returns pinged
in his headset. Genestealers, at least a dozen
by the size of the blips, coming at him from
three directions. He turned awkwardly in the
confined space and shut the bulkheads to his
sides, and watched as the blips diverted their
course. He stepped backwards into a combat
stance as the rapport of the auspex quickened.
He could see them now, a glimmer of chitin
and claw flashing in the darkness.
Mission complete, pull back Trooper!
But there was no chance to escape, they were
on him, claws digging into his armour, teeth
clamped on his shield arm, holding it down.
Thu smiled as he swung his hammer one last
time, and his world exploded in white fire.
314
NEW UNITS
The Chapl ain
Chaplains are a vital part of every space
marine Chapter, and this is no different in the
Rainbow Warriors.
They function as inspirational leaders and
moral guides to the other troopers. A Chaplain
must be steadfast and resolute where others,
even a Space Marine, would falter. They hold
fast a faith in the Emperors great plan for
them to cleanse the galaxy of the impure
mutant, the tainted heretic and the hated xenos.
This is no different (and perhaps even more
vital) when the Terminator Corps goes to war
on the eve of battle each trooper meditates
on their duty to the Emperor, and many seek
out their Chaplains for guidance. It is no little
burden; to be tasked with the spiritual strength
of the Chapters greatest warriors, but the
blood of the Emperor flows in each marines
veins and gives them strength.
The Chaplains of the Rainbow Warriors tend
to be less outwardly zealous and bombastic
than many of their brethren. This is mostly due
to their different interpretation of the Emperor:
He is viewed within the chapter as a mortal
man, the perfect culmination of humanity.
They see themselves as his inheritors, the last
true guardians of humanity and the Emperors
will.
In the example of His great duty and sacrifice
they guide the troopers of the chapter to
emulate His greatness in mind and body and
Chaplains embody this belief totally.
When at rest Chaplains are teachers and
scholars, but when called to battle can always
be found where the fighting is fiercest - their
crozius and storm bolter in hand, bringing the
light of the Emperor to the unworthy.
Chapl ains in games
Chaplains are equipped with a storm bolter,
Crozius Arcanum and Rosarius. The Chaplain
is also a fierce fighter, so rolls one die and
adds +1 to their score in assault, regardless of
facing.
Chaplain DeSilva aboard the Shadow of Hate
The Cr oz ius Ar c anum
The Crozius Arcanum is the Chaplains
symbol of office and authority. It is also a
powerful weapon, destroying armour and flesh
with ease.
It follows the same rules as the Power Sword,
found in the main rulebook.
The powerful force field of the Rosarius
protects the wearer from great harm, whatever
the source.
When attacked count the die roll as one lower
than it actually is (though never lower than 1).
For example a genestealer rolls 5, 4 & 1 while
the Chaplain rolls a 4+1 a 5. Normally this
would be a draw, but the Genestealers score is
modified to 4, 3 & 1, so the Chaplain wins.
When facing the Broodlord the scores are
modified before being added together.
315
The Tec hmar ine
Techmarines are an everyday part of life
within a Chapter they maintain weapons,
armour and equipment, as well as tending to
vehicles and Dreadnoughts.
But first and foremost they are warriors. When
the Terminator Corps boards a hulk its more
technically minded brethren don their armour
and step into the boarding torpedoes.
It is not only to provide logistical support, but
vital tactical assets such as specialist
equipment and skills. Many times a stranded
squad has been rescued by the timely
reactivation of an ancient elevator shaft or
deactivation of old security systems.
Tec hmar ines in Games
A Techmarine is equipped with a storm bolter
and either an Auspex or Photon Launcher.
They roll a single unmodified die in assault.
The Aus pex
The Auspex is a powerful scanning device
incorporated into a Power Fist, so follows the
standard rules for that weapon as well as those
listed below.
If there is a Techmarine equipped with a
scanner the marine player can scan one blip for
a cost of one AP or CP. There is no distance
measurement or LOS required though only one
blip may be scanned per Techmarine per turn.
When a blip is scanned it is immediately
turned over, revealing its value, then turned
face down once again.
This is not a conversion, though if the
Broodlord is available and a 3 is revealed the
Genestealer player can elect to place it as an
involuntary conversion.
The Phot on L aunc her
The Photon Launcher is a short range grenade
launcher, firing illuminating shells. It is
incorporated into a Chainfist, so follows the
standard rules for that weapon as well as those
listed below.
The Photon Launcher is fired in the same
manner as the Heavy Flamer (targeting a board
section rather than a model), with a range of
12 squares at the cost of 1AP. This cannot be
combined with a movement action.
Any model in the affected section must roll to
see if it is blinded. Each model, friend of foe,
must roll a D6 Marines are blinded on a 5+,
Genestealers on a 3+. The effect is blocked by
closed doors, but not other models.
Blinded models loose half their APs in their
next turn, though CPs can be used by blinded
marines as normal. Additionally a targeted
Marine automatically looses Overwatch or
Guard, regardless of if he was blinded or not.
316
Capt ains and
L ieut enant s
L ieut enant s in games
Lieutenants are equipped with a Storm Bolter,
Power Sword or Power Fist and an Iron Halo.
They also have the Commander ability. In
assault the Lieutenant rolls one die and adds
+1 to their result when fighting to their front.
The Terminator Corps is lead by several
Captains and Lieutenants. Each is not only a
masterful warrior but a superb tactician and
inspirational leader.
Ir on Hal o
A Captain seldom takes directly to the field,
instead staying in the rear to co-ordinate the
attack and defence of all the squads in battle.
They provide vital guidance to the squad
leaders and feed them tactical data from every
available source.
The Iron Halo is a symbol of authority and
leadership. It is also a potent energy shield,
protecting the wearer from harm. It follows the
same rules as the Chaplains Rosarius, found
previously.
But when they do take to the field of battle
their enemies tremble as one of the most
accomplished warriors of mankind has come
to face them. Seldom do many opponents
stand against a Terminator Captain.
Commander
Lieutenants are some of the greatest tactical
minds in the Chapter. To represent this when a
Lieutenant is on the board the marine player
may re-draw the Command Point token in the
same manner as for a Sergeant. The re-draw
may only be done once, regardless of the
presence of a second Lieutenant or a Sergeant.
Additionally the Lieutenant gives the marine
player one extra CP per turn, meaning they
will have from 2-7 CPs. If the Lieutenant is
killed this CP is not lost until the Mission
Status phase.
Lieutenant Hawkins engaging the enemy.
Capt ains in Games Second to the Captain are the Companys
Lieutenants, themselves great leaders and
warriors in their own right. Within the
Rainbow Warriors Terminator Corps they are
the elite of close quarters fighters drawn from
the best the Chapter has to offer. Each has
years of combat experience and has excelled in
environments such as mines, star ship interiors
and hive cities.
Captains are equipped with a Storm Bolter,
Power Sword and an Iron Halo. They also
have the Supreme Commander ability. In
assault the Captain rolls one die and adds +2 to
their result when fighting to their front.
Supr eme Commander
Many are drawn from hives themselves, or are
simply the most vicious individuals up close
and personal the Chapter has to offer.
Regardless of the source each has an affinity
with dark, restrictive, unknown battlefields
the battlegrounds of the Terminator Corps.
This is the same as the Lieutenants
Commander ability, but gives +2 CPs per turn.
The two abilities do not stack however, so
there is a maximum of 8 CPs available per
turn. If the Captain is killed and there is also a
Lieutenant on the board the marine player still
gains +1 CP per turn.
317
Genes t eal er Hybr ids
and Br ood Br ot her s
The most dangerous facet of Genestealer
infestation is that after several generations pass
it becomes impossible to easily distinguish the
infected from normal humans. Once the taint
has spread further than a few hosts the
Genestealer clan will include not only the
hybrid creatures but their enthralled human
kin.
Genes t eal er L if e Cyc l e
When a purestrain Genestealer infects a human
host it alters the victims DNA and imposes
what Ordo Xenos Inquisitors believe to be a
form of psychic dominance over the host. This
induces an intense desire to reproduce in the
host, an act that passes the infection on to all
they come in contact with.
When the child is born it will be a deformed
monster, part human, part Genestealer. Most
will have the distinctive elongated heads,
hunched posture, plates of bony carapace and
extra clawed arms. The parents will not notice
this and will instinctively hide the child away.
This child has the same infective properties as
the purestrain creature, although their children
will be more human only one additional
limb, a more human appearance overall but
still clearly bestial.
The next generation will be able to move in
open society, with a more upright gait, no (or
only vestigial) extra limbs and a more human
mentality. Thankfully this third generation is
often sterile, and still clearly abhorrent to look
at when examined closely.
It is the fourth generation that signals the
doom of an infected planet. These hybrids
appear almost normal, but are frequently tall
and heavily built with a piercing gaze.
Extremely charismatic (likely through subtle
psychic manipulation) they worm their way
into positions of power, posing as politicians,
merchants and religious leaders.
When a fourth generation hybrid breeds (in the
normal human manner) it will spawn either
tainted humans, a hybrid form or even a
purestrain Genestealer. With more purestrains
being born the cancer will spread faster and be
impossible to cut out.
The Ext ended F amil y
It is not only the Hybrids that present a grave
threat to mankind, but the infected hosts and
their kin.
It is often the case that once infected a human
will only produce one hybrid offspring, the
rest being normal humans. Other cases have
been noted where the infected produce many
hybrids.
Either way any non-hybrid children will be
born into the Genestealers family, and will
share the same psychic bond with their mutant
siblings as their parents. These Brood Brothers
go on to infiltrate the military and government
of the planet, leaving it ripe for conquering.
The brood often masquerades as a harmless
cult shunning excess by living a life of
isolation and wearing all concealing robes.
The simple message is often about piety to
318
elders and revering children. This draws in the
unwary to become new hosts, whilst
maintaining an air of legitimacy to avoid the
prying eyes of Imperial authorities.
The Magus
The head of this cult is initially the first human
infected under the control of the purestrain
(known as the Patriarch in this case).
However once a fourth generation hybrid is
born they take the reins as the Magus.
Intensely charismatic and almost always
powerfully psychic they can easily dominate
those around them.
The rise of a Magus will swell the numbers of
the brood exponentially, and destroying the
threat may prove impossible by this point,
leaving exterminatus the only option.
m
Hybr ids in Games
Hybrids are seldom encountered on Hulks, but
occasionally they will be found outside the
confines of cyro-stasis. This is often the
precursor to an invasion as the more human
appearance allows for easier integration into a
unsuspecting society.
Hybr ids and Br ood Br ot her s
Hybrids and Brood Brothers are treated as
being the same unit for game purposes. They
enter play as blips and are revealed as normal,
though there will be special rules associated
with this found in the mission description.
Each Hybrid has 6APs and moves in the same
manner as a Genestealer.
In assault the Hybrid rolls a single dice, but
subtracts 2 from the result as they are nowhere
near as powerful as a purestrain. Any result
less than 1 is treated as a 1, so the combat
always has a chance to tie.
Example: A Hybrid assaults a Marine armed
with a power fist. The Hybrid rolling 1D6-2
comes up with a 1 and subtracts 2 for a total
of -1. This is treated as being a 1 however.
Fortunately the Marine, clearly overconfident,
also rolls a 1 and the combat is a tie.
When shooting at a hybrid the Marines dice
rolls are treated as being the same as for
normal Genestealers. Hybrids are more agile
and smaller targets so any gain in killing
power is balanced out by their being harder to
hit accurately.
Even though many hybrids may be modelled
carrying weapons they are considered either
non-functioning or not powerful enough to
have any hope of injuring a Space Marine in
terminator armour.
Author Note: I decided against armed hybrids
as it would make things far too complicated
and slow the game down. This is the same
reason Hybrids use Genestealer move points
and damage rolls.
The Magus
The magus follows all the rules for Hybrids
given previously, but also has access to
psychic powers.
The Magus may only use psychic powers
when on the board, not as a blip. Also by
virtue of being a powerful psyker the Magus is
immune to the Psychic Storm power.
The Magus has 15 Psi Points per game, to
spend on the following powers:
319
Pick any one Genestealer of Hybrid within line
of sight to the Magus. They immediately gain
2APs to use immediately, even if they have
already been activated. This costs 2 Psi Points
to use.
Mons t r ous St r engt h
For every Psi Point spent, to a maximum of 3,
the Magus increases the score of their assault
by 1. This gives the Magus a maximum roll of
D6+1. The Magus does not need to declare if
he is using Psi Points until both players have
rolled their dice.
F ir es t or m
If the Magus is in close combat with a
Librarian the player who is being attacked
must decide to use any Psi Points before their
opponent.
Calling forth the terrible powers of the warp
the Magus projects forth a great wall of fire.
This power costs 6 Psi Points, and is a
persistant area effect weapon in the same
manner as a heavy flamer. Affected Marines
are killed on a roll of 4+, Genestealers on a
roll of 6+. The flames block line of sight, and a
model moving in the room takes a hit every
square they move through.
Example: A Magus assaults a Librarian. The
Magus rolls a 5, the Librarian a total of 4. The
Librarian must declare how many Psi Points
he is expending before the Magus decides.
Obviously with the Magus being capped the
Librarian has an advantage, but if either is
low on Psi Points it becomes relevant.
The vac-suits clad figure darted past her
vision. It had only been a glimpse but the
deformed shape and gait meant only one thing.
The following powers are used at any point
during the Genestealer phase, and do not count
as actions. The Magus may only use one per
turn, and must have enough Psi Points
available.
Hybrids, Sergeant Yadiz growled. It
rounded the corner ahead, a boxy autogun in
its hands. Tracer rounds streaked down the
corridor deflecting from her armour in a
shower of sparks. Seeing the futility of its
attack the creature ran, a third clawed arm
raised high. Stepping forward to meet the
mutant she clenched her fist, ready to strike.
Shadow of t he Br ood
The Magus extends the power of the Brood
Mind and confounds the Marines scanners.
Yadiz grunted as the talons tore at her helmet,
smashing out an optic. The power fist came
down and pulverised the unholy mix of man
and alien. The Sergeant felt the carapace crack
under the force of her blow, the hybrid
crumpling to the deck in a ruined heap.
At the cost of 4 Psi Points the Genestealer
player may swap any two blips on the board,
so long as they have not been activated. They
may both be activated as normal after being
swapped.
Target eliminated, she voxed.
Cat al ys t
Blood and ichor oozed between her fingers as
she swept her storm bolter down the corridor.
Calling on the will of the Patriarch the Magus
energises his kin to action beyond their
fearsome norm.
No contacts, continuing advance.
320
Mission
Introduction
Firstly, to play this campaign you will need the
following miniatures:
Genes t eal er s
Loads of Genestealers (including a
Broodlord).
6-12 suitable figures to represent
Genestealer Hybrids.
One Hybrid Magus.
Spac e Mar ines
One Captain with Storm Bolter and
Power Sword
One Lieutenant with Storm Bolter and
Power Fist
One Chaplain with Storm Bolter and
Crozius
One Librarian with Storm Bolter and
Force Axe
One Techmarine with Storm Bolter
and Auspex
One Techmarine with Storm Bolter
and Photon Launcher
Two Sergeants with Storm Bolters and
Power Swords
Two Sergeants with Storm Bolters and
Power Fists
Two Marines with Heavy Flamers and
Power Fists
Two Marines with Assault Cannons
and Power Fists
One Marine with Storm Bolters and
Chain Fist
One Marine with Lightning Claws
One Marine with Thunder Hammer
and Storm Shield
Seven Marines with Storm Bolters and
Power Fists
This represents the most you will need at any
one point. For instance there are two separate
Lightning Claw armed marines, one a Trooper
the other a Sergeant. However they are never
in the same mission together so only one
model is needed.
Y
Four of the final five missions use two sets of
floor tile to make their maps. Should you only
have access to one set of tiles my suggestion is
to either cut the campaign short (not ideal) or
play the mission on a similarly themed map.
For example Meltdown can be played on the
Power Failure map with a little modification
(in fact they represent the same part of the
hulk, so one is an expanded view of the other).
Obviously some adjustments would need to be
made to the forces involved such as the
number of Marines and the number of blips
per turn or things could get very crowded very
fast which leads into...
Game Bal anc e
Im a busy guy - Ive created this campaign in
my spare time between working full time night
shifts. This has basically meant not a whole lot
of time for play testing. Fortunately Space
Hulk is a very forgiving game for that a
single jammed overwatch roll can spell failure
for the Marines. Similarly a good CP draw can
make the Genestealers day a bad one.
With that in mind I did attempt to keep things
as fair and challenging (for both sides), but if
you find a particular mission impossible I
wont be offended if you change things up to
keep the game balanced (or adjust to suit
miniature availability).
321
The Missions
The Mis s ion Tr ee
Each missions victory conditions mentions
which game to play next. This is determined
either by:
This campaign is written as a story driven one
each missions success or failure determines
the course of the campaign, and the objectives
change with it. Genestealer Victory (purple)
Draw (white)
Each mission has an introductory story, setting
the context for the game, and giving some idea
of the Marines situation.
Marine Victory (blue)
As per the Space Hulk rulebook consult the
victory conditions during each end phase to
determine if they have been met. Some
missions have a draw condition similar to a
victory, but with another clarifier.
This is followed by the briefing page which
lists the forces, their deployment, the games
special rules and victory conditions.
The last page of each mission is the map page,
which is fairly self explanatory.
Example: Mission III: Paranoid is a Marine
Victory if they kill the Magus, but a draw if the
Magus and Librarian are killed. The game
only ends once the Magus is killed, but if the
Librarian has been killed at this point the
Marines only score a draw.
H
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FAN MISSIONS
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1st Edition Maps
366
Fal l en Comr ade
Squad Aramis was lost three days in the Hulk, but
deep scans have detected signs of life. Brother-
Techmarine Vincent, upon whom they were
depending to guide them to the control center of
the monstrous ship, is still alive. But for how
much longer?
Squad Lucius has been dispatched to recover
Brother Vincent and return him for debriefing.
Failing that, they are to purify him with flames,
along with any materials he may have gathered.
RULE SET
Fallen Comrade uses the rules from the basic
game.
OBJECTIVE
Squad Lucius is trying to recover Brother Vincent
and see him safely back to the fleet. The
Genestealers are trying to keep the Techmarine
alive until the arrival of the Patriarch for
interrogation.
FORCES
Space Marines:
Squad Lucius
1 Sergeant with storm bolter and power glove.
3 Marines with storm bolter and power glove.
1 Marine with heavy flamer and power glove.
Stealers:
One blip plus one blip arrives per turn as
reinforcements.
VICTORY
The Marine player wins if the living Techmarine
exits the board through the Marine Exit Area.
Flaming the room with the Techmarine in it results
in a tie. The Stealer player wins if the Techmarine
is killed in any other manner, or if he is on the
board when all other Marines are either killed or
have exited the board.
SPECIAL RULES
Techmarine: The Techmarine is unconscious, but
may be revived by any Marine moving next to him
and expending 2AP while the Techmarine is in it's
front space. The Techmarine remains prone and
may perform no action on the turn that he
awakened.
The Techmarine is normal Terminator armed with
a storm bolter and power glove. He has 4 APs per
turn and Command Points may be spent on his
normally after he has risen to his feet.
Prone: A Marine that is prone is at -1 to close
combat. If attacked and the result is a tie, he may
rise and face his attacker for no APs. A prone
Marine may expend 2 APs to rise and may be
placed with any facing.
2004 Jeffrey Vaca BGG id: One Fat Pug
www.starbasejeff.com/cybercathedral/hulk.htm
367
The Last Wor d
Deep into the dark bowels of the foul ship
Sergeant Lucius had led his men. Through
twisted, dripping corridors they had returned with
their prize: the last log of the Hulk identified only
as Mysterious Rumblings. What mysteries would
the astropaths and techpriests wrest from the
ancient tome?
Suddenly their suits' sensors came alive. The
'Stealers had awakened and were coming to greet
their new guests. Lucius checked his magazine
as he prepared for their reception
RULE SET
The Last Word uses the rules from the basic
game.
OBJECTIVE
Squad Lucius is trying to break through the
Genestealer swarm and deliver the ship's log to
the fleet. The Genestealers are trying to prevent
recovery of the log.
FORCES
Space Marines:
Squad Lucius
1 Sergeant with storm bolter and power glove.
3 Marines with storm bolter and power glove.
1 Marine with heavy flamer and power glove.
Stealers:
One blip plus one blip arrives per turn as
reinforcements.
VICTORY
The Marine player wins if he carries the
undamaged log off of the board through the
Marine Exit Area. Removal of a damaged log
results in a tie. The Stealer player wins if the log is
not removed or is destroyed.
SPECIAL RULES
Ship's Log: The ship's log is a heavy, cybernetic
tome that automatically records all ship functions,
and well as allowing for entries by the ship's
captain.
Any Marine engaged in close combat will drop the
log. Picking up, passing or taking the log requires
1 AP. When passing the log roll 1D6. A result of
'1' indicates that the log has been dropped.
If the log is dropped roll 1D6. A result of '1'
indicates that the log has been damaged. A
subsequent damage result will destroy the log.
2004 Jeffrey Vaca BGG id: One Fat Pug
www.starbasejeff.com/cybercathedral/hulk.htm
368
Ex t r ac t i on
Strange, mutant strains of Stealers have been
encountered deep within the bowels of the Hulk.
More information is required to assess the threat
level of these new organisms and Imperial
Xenobiologists have demanded samples of living
tissue.
CAT data indicates the possible location of active
Cryogenic Tanks that may contain relevant
genetic data. Squad Julius has been dispatched
to recover the material and return it safely.
RULE SET
Extraction uses the rules from the basic game and
the Deathwing expansion.
OBJECTIVE
Squad J ulius must recover genetic material from
the cryogenic tanks and excape through the
disposal chute into space. The Genestealers are
trying to destroy the Marines before they can
succeed.
FORCES
Space Marines:
Squad Julius
1 Sergeant with power sword and power glove.
1 Marine with lightning claws.
2 Marines with storm bolter and power glove.
1 Marine with either an assault cannon with one
reload and power glove or a heavy flamer with
no reloads and power glove.
Stealers:
Two blips plus two blips arrive per turn as
reinforcements.
VICTORY
The Marine player wins by successfully using the
Extractor on the cryotanks and then escaping with
the Extractor though the disposal chute. The
Stealer player wins if all Marines are killed or if the
Extractor or Cryogenic Tanks are destroyed.
SPECIAL RULES
Extractor: The Extractor is used to remove
genetic material from the cryogenic tanks and
cold-store it for return to the fleet. The Extractor
must be given to one marine at the start of the
game. To use it, the Marine must have a cryotank
in his front space and expend 4 AP. Passing,
taking or picking up the Extractor safely requires 1
AP. An Extractor struck by a heavy flamer
(decontamination does not count) will be
destroyed.
Console: The computer console controls the
cryoroom decontamination system, which can be
used to bombard the room with high-intensity
radiation. When activated, treat the room as
having been struck by a heavy flamer hit. The
cryotanks are shielded against radiation, but any
material in the Extractor will be rendered useless.
Cryogenic Tank: The cryotanks cannot be
attacked by either Marines or Stealers. Each of
the three tanks can only have material extracted
once, then the seal is broken and the material is
rendered useless. If the cryoroom is struck by a
heavy flamer hit roll 1D6. The entire cryotank
assembly is destroyed on a roll of '1'.
2004 Jeffrey Vaca BGG id: One Fat Pug
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369
In the outskirts of the cold nothingness of Space, floats a lone
imperial dropship, a long, long way from its Mothership. Almost
out of fuel, the crew knows they are doomed, with the only
option to break through the massive black wall of steel and
meteor matter in front of them. The Space Hulk is now only a
few minutes ahead, as it slowly fills the entire view of the ships
navigating crew.
At the silent Marine deck, the speakers suddently fill the cold,
narrow corridors with a scrathy dark voice.
It is a transmission from the Chapters Grand Master himself:
Dear Children. Untill now this very side of the sin of damna-
tion has been entirely undiscovered, due to clusters of meteors,
and radar diffuculties in this section. But finaly a dropship
successfully arrived, and is ready to engage the Alien Space
Hulk.
We praise the Emperor and pray that he will harden Your spirits,
that you shall show no mercy for these rigid Beasts. We have no
knowledge of this part of the Space hulk, as it has yet not been
reached, due to several tries, leading only to lost ships and
personel. As you must all know, this mission is of great impor-
tance to us
Your Objective will be to infiltrate, and gain intelligence of these
sectors. If possible, locate coputer terminals, and download any
information available, and get it back for investigation.
Go with strength, die with dignity, and may our infinite trust in
the Emperor strike down the heretic foe!
Designed by boardgamegeek.com
user rasmushoygaard nov. 2009
The Dark side of the Hulk
SPACE MARINES:
Objectives:
Infiltrate Room A or B and gain intel. from Computer.
Roll 1D6, when you enter a Room (whole puzzle section).
On a 4-6 there is a Computer present, as shown on the
map marked with Com, if not, place the Computer in
the OTHER ROOM. Download Intelligence by spending
2 AP/CP in front of a Computer.
When downloadet, the DOWNLOADING SQUAD ONLY
must get at least 1 Marine off the map, at one of the
two entry points.
(does not have to be the one that Downloaded)
The other Squad should defend them with their lives.
Deployment:
Place 2 Standard 1st Ed. squads in the squares
marked with M
GENESTEALERS:
Objectives:
Kill the entire Downloading squad, for instant win.
Deployment:
Stealers gets 1 blip round 1-3. and 2 blips round 4-99
Basic rules are 1st Ed, but 2nd & 3rd can be used
M M M M M
M
M
M
M
M
M
Com
C
o
m
ROOM A
ROOM B
1 FLOOR
BASEMENT
CORRIDOR
Doors
Genestealer
Reinforcement area
Ladders
Rules from Deathwing Apply.
Download them from BGG.
are connected.
are connected.
Optional Deathwing
Rules:
You may chose to swap
your flamer(s) with
Assult Cannon(s).
Space Marines
Deployment
Space Marines
Exit Points
370
ALIENS
When an Imperial survey team discovered the planet LV426 it was
deemed to be ripe for terraforming, and a small colony was established
to maintain the atmosphere processors. A few years later, a space hulk
materialised a short distance from the planet and, remaining undetected,
crash-landed upon the planets surface. The colonists were completely
unaware of the terrible fate that awaited them.
When all contact was lost with the colony no immediate action was
taken. After all, downed transmitters and warp storms were common
occurrences, and the Imperium had many more urgent obligations. A
few years later, a Blood Angels ship passing through the system
detected the wrecked hulk on the surface of LV426. Violent storms
raging on the planets surface rendered detailed scans impossible, and
no contact could be made with the colony. A small force was
assembled to investigate. The storms made teleporting a dangerous
option, so the Terminator squads were transported to the surface by a
Thunderhawk gunship.
Entering the colony, the Terminators detected the colonists personal
data transmitters and made their way towards the massed reading. As
they neared the colonists, large numbers of lifeforms were suddenly
detected converging upon their position, and without any warning a
purestrain Genestealer appeared to emerge from out of the wall itself.
After destroying the loathsome creature, the Terminators were ordered
to fall back. Once outside, they would be picked back up by the
Thunderhawk and the entire planet would be fusion-bombed from
space. It was the only way to be sure
GENESTEALERS
FORCES: The Genestealer player has 2 blips at the start of the game,
and receives 2 reinforcement blips per turn.
BRIEFING: The Genestealer player wins by killing all the Marines
before they manage to leave the board.
SPACE MARINES
FORCES: 2 squads of Marines Squad Apone and Squad Hicks (each
squad consists of 1 Sergeant, 1 Marine with heavy flamer and 3 with
storm bolters). The squads deploy on the shaded sections on the map.
BRIEFING: The Space Marine player wins if any Marines escape the
complex. A Marine must exit via the Marine entry points on the far
side of the board to do this. Before the game begins, the Marine player
may choose to open any number of doors.
The Space Marines move first in this mission.
Note: This mission requires two sets of boards.
371
3rd Edition Maps
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373
374
375
Quick Missions: 3rd Edition
376
Quick Mission 1 - Swift Destruction
DEPLOYMENT & FORCES
Space Marines:
The Space Marine player has one squad. It consists of one Sergeant armed with a power sword and storm bolter, three
Space Marines armed with a storm bolter and power fist and one Space Marine armed with an assault cannon and power
fist. The Space Marine player deploys on the squad on the starting squares shown on the map.
Genesteal ers:
The Genestealer player begins the mission with two blips, and receives two reinforcement blips per turn. Blips may enter
play at any entry area.
SPECIAL RULES
Bombs: In order to achieve their mission goals, the Space Marines must place and arm bombs in the rooms marked A, B
and C. In order to place and arm a bomb, a Space Marine must be standing in the room and expend a full four action
and/or command points.
VICTORY
Space Marines:
In order to win the mission, the Space Marine player must place bombs in all 3 rooms and have at least two Space
Marines leave the board via the marked exit point. If all 3 bombs are placed and armed but no Marines escape the board,
the mission can be considered a draw.
Genesteal ers:
The Genestealer player garners an outright win if he can kill all of the Space Marines before they have placed and armed
all three bombs. If the Genestealer player can prevent the Space Marine player from getting two Space Marines off the
board after he has armed all three bombs, he may still attain a drawn result.
377
Quick Mission 2 - Locked In
The last survivor of a survey team has locked himself in to a room on the hulk. He is out of ammo and carrying vital data
about the Genestealers on board the hulk. It has been deemed vitally important that he be, rescued no matter the cost.
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad One consists of a sergeant armed with a storm bolter
and power sword, one Space Marine armed with a heavy flamer and a power fist, and two Space Marines armed with
storm bolter and power fist. This squad is deployed on the four marked squares at the Space Marine exit area. Squad two
consists of one Space Marine armed with a storm bolter and power fist. He is deployed in room A.
Genestealers: The Genestealer player begins the game with no blips, and receives two reinforcement blips per turn.
Blips may enter play at any entry area.
SPECIAL RULES
Locked In: The Space Marine inside room A is locked in. He has done this himself by jamming the lock and reinforcing
the door. His storm bolter is out of ammo so he will not come out until another Space Marine spends 1AP opening the
door and throwing him some ammo for his storm bolter, then he may leave the room and move and fire as normal. The
Genestealers can not open the door by any means.
VICTORY
Space Marines: The Space Marine player wins if he succeeds in getting the Space Marine trapped in room A off the
board via the Space Marine entry area. When this happens the game ends and the Space Marines win immediately.
Genestealers: The Genestealer player wins if he kills all the Space Marines in Squad One before they convince the
Marine in room A to open the door and come out, or by killing the Marine in room A after he has been convinced to open
the door.
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Space Hulk Mission - Suicide Run
This is, essentially, Suicide Mission +. There are several ways to play this mission, the first of which is detailed below.
Space Marines vs. Daemons
FORCES & DEPLOYMENT
Space Marines: The Space Marine player has one squad. It consists of a Librarian, a Sergeant with power sword and
storm bolter, Terminator with heavy flamer and power fist, and 2 Terminators with storm bolters and power fists, making
the rooms destroyable either through the use of the cleansing heavy flamer or the Librarian making use of the Psychic
Storm ability (see special rules.)
Genesteal ers: The Genestealer player begins the mission with two blips, and receives two reinforcement blips per turn.
Blips may enter play at any entry area.
SPECIAL RULES
Psychic Storm: In addition to destroying the ships consoles by using the Heavy Flamer, the Space Marine player may
spend 3 psi-points to use the Librarians Psychic Storm ability and destroy a computer console within range of his psychic
ability.
VICTORY
Space Marines: The Space Marine player wins by destroying the ship consoles in the two rooms marked X (either by
using the Heavy Flamer or the Librarians Psychic Storm). When this goal is achieved, the game ends and the Space
Marines win immediately.
Genesteal ers: The Genestealer player wins if he can kill the Librarian and the terminator with the Heavy Flamer before
the Space Marine player destroys the ships consoles.
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Extra Tiles and Counters:
Bringer of Sorrow tiles
Duty and Honor tiles
Defilement and Honor tiles
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