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Fallen Comrade

Squad Aramis was lost three days in the Hulk, but


deep scans have detected signs of life. BrotherTechmarine 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

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