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SPACE HULK

Space Hulk is a game of desperate conflict between the Imperial Space Marines and the fearsome alien
Genestealers. The action takes place on an ancient interstellar vessel known as a space hulk. Only one side
will survive this deadly conflict and emerge victorious.

In Space Hulk, one player commands a force of Opposing the Space Marines are the insidious, repulsive
superhuman Space Marine Terminators, while the and horrific Genestealers. These alien creatures come from
other controls a force of the alien Genestealers. deepest space with one purpose: to destroy. They are
These two sides battle against each othe r within the savage, six-limbed beasts with fangs and claws that can rip
labyrinthine corr idors and rooms of a giganti c de relict through the th ickest armour with ease . Incredibly strong
starsh ip. Eac h side has its own goa ls and objectives, and lightning fast, supremely adapted for ki ll ing,
and is determined t o achieve th ese wh il e cru shi ng Genestea lers are virtua lly unstoppable.
t he opposition.
Space Hulk is a stand-alone board game based on the
The Imperial Space Marines are the most powerful deadly battles fought between the Imperial Space Marines
warriors of Mankind, defenders of humanity and and the alien Genestealers. Everything you need to play
guardians of the Imperium. All of the Space Marines in the game is in th is box. The game is easy to learn but
the Space Hulk game wea r t hick Term inat or armour and hard to master, and makes for fast and furious action as
are equipped wit h awesome fi repower. On ly Space you play through the many different missio ns that are
Marines are brave and determined enough to enter the available. Each mission is different f rom the rest and each
horror-infested space hu lk and face t he dreaded presents its own unique challenge. It's a bit like getting
Genestealer menace that lurks wit hin. twelve different games all in one box.

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A Spa€e Hulk game starts by picking one of the missions from the Mission Book. Each mission is based on a
deadly battle that took place between the Space Marines and the Genestealers. The Mission Book explains
what each side must do to win. how the board is set up. where the starting models will be deployed. and if
any spe€ial ! ules apply to the mission.

The game progresses with each player taking turns to The Genestealer player moves the blips swiftly towa rds
move and fight with the forces under their control. the Space Marines, keeping them face down to conceal
The Space Marine player has a limited amount of time to their true strength from th e Space Marines until the very
comp lete his tu rn and must make his moves as quickly as last minute! A blip is only revealed when a Terminator can
possible to avoid running out of time. The lightning fast see it, at wh ich point the cou nter is replaced with the
r-eactions of the Genestea lers mean that the Genestea ler appropriate number of Genestealer models.
p l ~yer may take as long to complete his turn as he wants.
The Space Marines playa tactical game of moving and
The Space Marine forces are represented by the red shooting, trying to avoid close combat where possible -
plastic Space Marine models, while the Genestealer player even thei r mighty Terminator suits are no match for the
uses t he blue plastic Genestea ler models and the card blip razo r-sha rp claws and fangs of a Genestea ler. At lon g
counters. The blip counters represent 'contacts' on the range, on the other hand, the Genestealers are vulnerable
Space Ma rine scanners that indicate hostile Genestealers to the hail of fire laid down by the Space Marines'
are in the area. Exactly how many Genestealers will not powerful storm bolters. Meanwhile the Genestealer player
be known until the blip is revea led . will be using his superior numbers and speed to reach the
Space Marines and tear them apart w ith fang and claw.
The blip counters appear first on the areas of the boa rd
indicated as being Genestea ler entry areas. These areas are The game finishes when one side or the other achieves
the only places where the Genestealer player can bring their mission objective. Space Hulk plays very quickly, so
blips on to the board . The Space Marine player doesn't you may t hen want to swa p sides to see if you can do
have to worry about reinforcements as he doesn't get any ! better than your opponent when t he tables are turned.

BOX CONTENTS
MODELS BOOKS BOARD SECTIONS
12 Space Marine Term inators: The Space Hulk Rulebook 24 Corridors
• Sergeant with power sword The Space Hulk Mission Book 10 Rooms
• Sergeant 8 Crossroads
with thunder hammer COUNTERS 8 T-Junctions
• 6 Space Marines 22 Blips: 6 Corner Sections
with storm bolters • 9 x 'one Genestealer' 4 Dead Ends
• Space Marine • 4 x 'two Genestealers' 4 End Pieces
with heavy flamer • 9 x 'three Genestealers' 1 Offset Crossroad
• Space Marine 21 x Genestealer Entry Area 2 Disposal Chutes
with assault cannon 10 x Overwatch/Jam
• Space Marine 10 x Guard DOORS
with lightning claws 6 x Command Point 20 Doors
• Librarian with force axe 12 x Ladder Up/D own 20 Plastic Stands
6 x Flamer Marker
22 Genestealers 5 x Powerfield Generator OTHER
1 Broodlord 10 x Space Marine Controlled Area 5 Dic:e
1 Dead Spac~ Marine 1 x Force Ba rrier 1 Mission Status Display
1 Artefact 1 x Assau lt Cannon Ammunition 1 Timer
1 CAT. 1 x Psi Poi nts
THE MODELS
All the models consist of several different components that clip together. Select a model you want to
assemble and carefully remove all of the components from the frame. The models will better survive the
wear and tear of battle if you glue them together using plastic glue, and they will look considerably more
attractive if you paint them using acrylic paints from the Citadel range.

Each model clips together ready for play. You can glue the parts in place if you wish.

Refer to the pictures on the side of the


box or the back page of the Missions
Book when assembling your models.

FACING
During the game tne models are placed on the squa res The facing of a model is determined by the head of the
on the board to show their location. Each model must model - the direction that the model is looking is the
face one side of t he square it is occupying - it cannot direction it is facing. If the facing of a model is unclear,
face diagonally. simply tell your opponent which way the model is facing .
OTHER PLAYING PIECES
MISSION BOOK DOORS
Space Hulk is played by fighting Space Hulk includes a number of cardboard doors. These
missions. Before starting, the are designed to be placed in the specia l stands included
players must choose a mission from with the game, so that they can stand up. The location of
those included in the separate any doors needed for a mission will be shown on the
Mission Book. Each mission shows mission map.
how to set up t he game board and
wh ich models will be used, and
has a set of victory cond it ions that
each side is t rying t o achieve in
order t o w in the game.

THE GAME BOARD


The corridors, junctions and rooms of the Space Hulk are
represented by the boa rd sections included with the game.
They are designed to 'jig' together to create a map on
which the mission is played. Each mission has a specific
map t hat shows how the board sections are set up.

To regulate movement, the board is divided into squares,


sometimes referred to as spaces. Each square can hold
one Genestealer or Space Marine model or blip counter.
Note that although some squares look badly battle
damaged th is has no effect on play and does not stop a
model moving into the square.

THE TIMER
To represent the ten se environment and split-second
decision-making of combat aboard a space hulk, the
Space Marine player has only a limited amou nt of time to
perform his turn. The amount of time is determined by
the sand-filled timer included with the game.

THE DICE
The dice (or D6 for short) incl uded with
the game are used to resolve the resu lts
of shooting and hand-to-hand combat.
Mission Status
Display
Command Points
Track
Assault Cannon
Ammunition Track
Psi Points Track
Genestealer
Entry Area
Assault Cannon
Ammunition Counter
Assault Cannon
Ammunition
Reloaded Counter
Psi Points counter
Command Points
Counter
10. Jam Counter
11. Overwatch Counter
Guard Counter
Space Marine
Controlled Area
Power Field
Generator -
Damaged
Power Field
Generator -
Undamaged
Force Barrier Counter
Ladder Down
Ladder Up
Flamer Marker
Blip - Face Down
Blips - Revealed

BLIPS MISSION STATUS DISPLAY


The Genestealers' exact numbers are initially unknown to Space Hulk includes a mission status display board that is
the Space Marines, and this is represented by th e use of used to keep track of various pieces of information
face-down bl ip markers (or simply blips). Each f ace-down during the game. For example, it is important to keep
blip co uld be 1, 2 or 3 Genestealers. The Space Marine track of the num ber of comma nd points the Space
player may not look at the value of blips, allowing the Marines use, and you will need to keep track of the
Genestealer player to gather and move his f orces with a ammunition used by an assault cannon or the psi points
degree of secrecy until the exact dispositions of the used by the Space Marine Librarian . The mission status
Genestea lers are revea led during t he course of the game. display has t racks and counters that are used to record all
this information during the game.

MARKERS &.. COUNTERS


There are a wide number of differe nt count ers included
in the game. These are used to show how much
ammunition a Space Marine has remain ing or if their gun
has jammed, and so on.
SPACE
--- HULK RULES
On-ceJ'ou have the board set up and the models deployed, as described in the Missions book, you are ready to
play. Every game of Space Hulk is played through in a series of turns - first the Space Marine player, and then
the Genestealer player. Each turn is broken down into a number of phases, for simplicity and ease of play.

Wh-en it is your t urn you may move and fight with all of After the players have comp leted their turns th ere is a
the models under your command . The turn sequence M ission Status phase which is used t o tidy up the
below summarises what each player does in his turn, and board and remove any counters or markers that are no
t he order that these activities are carried out in. longer needed .

At the start of their turn each player gains extra help -


the Space Marine player gains command points, which
allow his Space Marines to carry out extra actions during
the turn, whi le the Genestealer player can bring extra
blips and models into play.

The next thing the players do is to move and fight w ith


their models. The Genestealer player may take as long as
he likes over his turn , but the Space Marine player only
has a li mited time in which to complete his turn,
representing t he difficulty of fig hting aga inst creatures
with the lightni ng-fast reactions of the Genestealers.

SPACE MARINE TURN


Space Marine Command Phase
First the Space Marine player must see how many command points he has for the turn, as explained later. Then
the Genestealer player starts the timer.

Space Marine Action Phase


Next the Space Marine player may move, shoot and complete any other actions with each of the Space Marines
under his command. When the timer runs out t he Space Marin e Action phase ends immediately.

GENESTEALER TURN
Reinforcements Phase
At the start of his turn the Genestealer player sees how many reinforcement blips he gets t his turn and places
t hem beside the entry areas on the board, as explained later.

Genestealer Action Phase


The Genestealer player carries out actions with t he Genestealers and/or bl ips under his control.

MISSION STATUS PHASE


Once the Genestealers player has completed his Action phase, the turn ends with any necessary record keeping
in the Mission Status phase.
COM D PHASE
At the start of the game take the six command point counters and place them in a mug or similar opaque
container. Then, in the Command phase the Space Marine player draws a command point counter at random
from the container, to see how many command points he will have for the turn . After examining the counter
he places it face down on the '0' space on the command track of the mission status display board, without
showing it to the Genestealer player.

Space Marine Sergeants to move t he marker along the track whenever the Space
Space Marine Sergeants are veterans of a hundred Marine player spends command po ints .
battles, trained to issue comma nds that w ill be fo llowed
w ithout question. To rep resent t his, as long as t here is at The command points counter is revealed in the status
least one Space Marine Sergeant on the board, t hen the phase at the end of t he turn . The Space Marine player is
Space Marine player may choose to return t he command not allowed to use more command po ints t han the
cou nter he has drawn to the conta iner, shake the nu mber shown on t he co unter, and if he has used more
counters up, and draw a rep lacement coun ter. He must com man d po ints than he had ava ilab le t hen he
use the rep lacement coun ter, eve n if it has a lowe r va lue immediately loses the game.
t han t he count er that was f irst drawn.
The Timer
Using Command Points The Space Marine player only has a limited amo unt of
Command points can be used by the Space M arine player ti me to comp lete his Action phase, wh ich is kept t rack of
in both t he Space Marine t urn and the Genestea ler t urn w ith t he time r in cluded in t he game.
in order to allow Space Ma rin e mode ls to carry out extra
actions. How this works is exp lained in t he relevant rul es It is the Genest ealer player's responsib il ity to sta rt the
sections below. t imer. He does this afte r the Space Marine playe r has
placed t he comman d points marker on the '0' space of
Keeping Track of Command Points the mission status display When the t ime r runs out t he
The command points co unt er is placed face down on t he Space Ma rine turn ends immediately ! Complet e any
'0' space on th e com mand point t rack of t he mission action t hat the Space Marine player was in the process of
stat us display. It is th e Genest ea ler player's responsibility ca rrying out, an d then st art the Genest ealer turn .

A game of Space Hulk is reaching its climax. The


mission status display shows that the Space Marines
have used four command points 50 far this turn. They
have two shots left in the assault cannon before it must
reload, and the Librarian has 6 remaining psi points.
/r

¥)\CTION PHASE
The bulk of the Space Hulk rules deal with how models and blips move and fight on the board . This is
_conducted in each player's Action phase. In the Action phase each model under a player's command
receives a number of action points that the player can use to have the model carry out actions.

ACTION POINTS
Duri ng the Action phase each model or blip has a certain
number of action points (AP) to spend on actions, as
shown in the cha rt below.

Action Point Allowance


Space Marine 4
Genestealer 6
Blip 6

Actions
Action points are used to carry out actions . Each action
costs a certain number of AP to perform. The actions and
t hei r A P costs are collected together on the summary
It is the Space Marine Action phase. The Space Marine player
sheet below and explained in deta il later on in this rules
activates a Space Marine model that is near a doorway, and may
section. Possible actions incl ude moving, opening and
now spend 4 action points to carry out actions with the model. The
closing doors, shooting and attacking the enemy in Space Marine moves forward two squares (2 action points), opens
close assault. the door (1 action point), and then shoots at the Genestealer
(1 action point). The player may then activate another model, and
In his Action phase the player activates the models and blips so on until all Space Marine models have been activated or the
under his command one at a time. When a piece is activated timer runs out. He may not go back to a Space Marine he has
it expends action points to carry out actions unti l the player already used except by spending command points.

ACTION POINT TABLE


Space Marines: 4 Action Points
Genestealers & Blips: 6 Action Points
Action Space Marine Genestealer Blip
Move forwards 1 squa re 1* 1** 1
Move backwards 1 square 2* 2** 1
Move sideways 1 square 1 **
Turn 90 degrees 1*
Turn 180 deg rees
Fire storm bolter or assault cannon
Set overwatch/guard 2
Clear jammed storm bo lter
Fire heavy flamer 2
Close assault
Open/close door

* The Space Marine may fire a storm bolter or assault cannon as part of the sa me action , at ho additional cost in APs
* * The Genestealer may turn 90 degrees as part of the same action, at no additional cost in APs

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wishes to stop or the piece has run out of action points to Each action witnessed allows a Space Marine to
use. Actions are performed one at a time, and each action perform one action (this may be an action that costs
must be completed before moving on to the next one . 2 action/command points). The Space Marine's action
Once all models and blips have performed their actions the happens immediately, and before the Genestealer carries
player's turn is over. A player may on ly activate one model or out its next action.
blip at a time and once that piece has completed its actions
it may not be activated again except to use command points
- the players must plan th eir turns so that t hey do not have MOVE &.. TURN ACTIONS
to swap back and forth between pieces. A Genestealer, Space Marine or blip is allowed to taki~
'move' or 'turn' actions. Move actions allow the model or
blip to move one square , and turn actions allow them to
COMMAND POINTS change their facing. The number of APs it costs t o carry
Each t urn the Space Marine player gets a number of out the action varies depending on how difficult it is to
command points. These al low the Space Marines to take carry out, as described below.
extra actions in add it ion to their normal allowance of 4
action points, and can even be used in certain situations Move: It costs 1 AP to move one space forwards, or
during the Genestealers' turn. diagonally forwards, and 2 AP to move backwards one
space or diagonally backwards one space. Blips are an
When used in the Space Ma ri ne turn, command points exception to these rules, and can move in any direction
are treated exactly li ke add itio nal action po ints that can for 1 AP (see the rules for blips later on). Space Marines
be spent performing actions. They may be spent on t he may not move sideways - the.y must turn to face before
same Space Marine, or spread out over severa l as the moving into t he square. Genestealers can move sideways
player sees f it. Command points can be used on a Space at a cost of 1 AP.
Marine model at any time during the Action phase, even
if it has already finished his move. A model or bl ip cannot move through another model,
blip, or a closed door. A model also cannot move
The Space Marine player can also use command points in diagonally if this means it would pass between two
the Genestealers turn to react to the actions of his opponent. squa res contain ing a wa ll or a model -
They can be spent to perform actions out of sequence - so· see the example below.
command points cou ld be used to fire a weapon, close a
door and so on during the Genestealer player's turn .

action point to move forward a square. In response the Space


Marine player declares he will spend a command point to take a would have to move between the Space Marine and the wall.
shoot action. The shooting attack happens before the
Genestealer takes its next action.
Turn: GeJ'lestealers may turn 90 0 to the Left Glr right as part......
of a move action. The turn is made before or after th~ ....·
Com ma nd points can only be spent in the Genestea ler move (but not both), and does not cost any actior.l poi
turn if a Space Marine model has line of sight to a count as a separate action. All other turns are t~ken as
Genestealer that has just completed an action (l ine of separate action . Space Marines may tl)rn 90 0 to the I
sight is exp lained under Shoot Actions on the next page). right for 1 AP. Genestealers may tum 90 0 or 1800
SHOOT ACTIONS
Space Marines are armed with storm bolters and
powerful heavy weapons. They may fire these at
Genestealer models and closed doors by taking a shoot
action . The cost of the action varies depending on the
weapon being used: it costs 1 AP to fire a storm bolter or
assault cannon, and 2 APs to fire a heavy flamer.
Genestealers have no ranged weaponry at all and must
rely on close assault to kill their enemies.

Li ne of Sight
In order to be able to shoot at something, the Space
Marine must be able to see it A Space Marine can see
squares in its forward are, as shown in the diagram
below. A model can see an unlimited distance as long as
there is nothing in the way. If there is a model, wall, or
door in any square between t he Space Marine and his
Genestealer to move into an adjacent square.
target then he cannot see it.

three squares, to five, then seven and so on.

Marine to move into an adjacent square. Note that the Space Corners
Marine cannot move sideways. A Space Marine standi ng in a corridor can only see round
a corner if he is standing next to it

Exiting the Map


In several missions models need to exit the board through
an exit point shown on the deployment map. In order to
exit the map the model must 'move' into an imaginary
square off the board at the exit point A model that
leaves the map is out of play and may not return.

Doors
Armoured doors often divide the corridors and rooms of
a space hulk. These block lines of sight and movement
when closed, but when open have no effect on the
game. Doors start the game closed . To open or close a
door a model must be in a square adjacent to the door
and with the door in one of its three forward squa res. It
costs 1 AP to open or close a door.
Rooms OVERWATCH ACTIONS
When approaching a room, a Space Marine can always A Space Marine armed with a storm bolter or assau lt
see a t arg et in a direct line, as shown in the diagram cannon ca n spend 2 APs to set himself in overwatch,
below. However, squares in the corner and the sides which will last until the end of the turn. A Space Marine
ca nnot be seen until t he Space Marine is in the doorway. with a heavy flamer may not be placed in overwatch.

When in overwatch the Space Marine is standing ready to


fire and this allows him to shoot during the Genestealers'
turn. Place an overwatch marker next to the Space
Marine to show that he is in overwatch.

Genestealers. The Space Marine in the corridor cannot see either


of them, as he can only see the squares directly in front of him.

Marine into overwatch. He places an overwatch counter beside


Range the model to show that it is in overwatch.

So metimes shooting has a li mited range. To see if the


target is within range, count the number of squares
between the Space Marine and the target, including the If a Space Marine is attacked in close .assault or performs
target's square but not t he Space Marine's. any action (other than clea ring a jam) he immediately
loses his overwatch status. Overwatch markers are
Destroying The Target removed du ring the Mission Status phase if they were not
When a Space Marine carries out a shoot action, one or lost earlier. Note that a Space Marine armed with a storm
more dice w ill be rolled, and if they ro ll high enough the bolter may jam it if he rolls a 'double' on t he dice (see
target will be destroyed. For example, a Space Marine the storm bolter entry in the Wargear sect ion later on).-
firing a storm bolter rol ls two dice and w ill destroy the
target if eit her dice rolls a 6. Shooting in Overwatch
When in overwatch, a Space Marine armed w ith a...storm
Space Marines can carry a va riety of ranged weapons, bolter or assault cannon can perform shoot actior:ls in t he
including storm bolters, assau lt cann ons and heavy Genestea ler turn without expending any action points.
flamers. The ru les for these weapons and t he rolls they He must take one shoot action each t ime a Genestea ler
requi re to destroy the target can be found in the Wargear performs an action within his line of sig ht and within a ~ r~1
section of the rul ebook (see pages 19-21 ) range of 12 sq uares . Th e overwatch f ire is resolved afte r / Y7
the Genesteal er has performed its action, so if this actiqn
takes the Genestealer out of the Space Marine's range or
line of sight then there is no shooting. l'
T i

/
Overlapping Overwatch
It can happen that a Genestealer performs an action in
the fire arc of mere than one Space Marine on overwatch.
If this happens all of the Space Marines must take their
shot at the Genestealer, and you must roll for them all,
even if the C5enestealer has been killed by an overwatch
hot from another Space Marine!

action to move one square towards the Space Marine (1). The
Space Marine fires and misses. The Genestealer spends another
action point to move a second square (2), and the Space Marine
fires again. This time he kills the Genestealer. The second
The Genestealer moves forwaHi·one square, turning 90 degrees Genestealer moves diagonally forward into the side corridor (3).
to the left as part of the same action. This triggers overwatch fire The Space Marine cannot see into this square and may not
from both of the Space Marines, who must now shoot. therefore take an overwatch shot.

CLOSE ASSAULT ACTIONS


Carrying no ranged weapons, the Genestealers must rely on
their claws to destroy the Space Marines, and a desperate
Space Marine may try to batter a Genestealer with his
power fist. They do this by taking a close assault action.

Taking a Close Assault Action


A model can take a close assault action to attack a target
in the square directly in front of them. It costs 1 AP to
take a close assault action once the model is in position .

Resolving Close Assault s


In a close assault both players roll a number of dice, and
then compare their scores. Genestealers roll three dice in
a close assault, and Space Marines roll just one. Compare
the single highest dice roll for each side, and whoever
has rolled higher has won the close assault. If the scores
are tied then neither side has won, and no damage is
done to either participant.
A model can only attack the square directly in front of it. In
Space Marine Sergeant Bonus this example, the Genestealer could only attack a model in the
Space Marine Sergeants are highly experienced combat square marked with a .t'. It could not attack a target in the
veterans. To represent this, add + 1 to their dice score in a squares marked X.
close assault against an enemy to the front.
Effects of Close Assault
If the attacker w ins the close assa ult, the defender is
killed and removed . If the defender w in s and is facing the
attacker then the attacker is killed and removed . If t he
defender wins or ties and is not facing the attacker (often
t he case against t hose tricky Genestealers), the defender
may be turned in place to f ace t he attacker.

The Genestealer moves forward one square for 1 AP, and then
attacks the Space Marine from the side for a second AP.
If the Space Marine wins he will not kill the Genestealer,
but may turn to face it.

Marine. The Genestealer player rolls three dice for the Genestealer,
and uses the single dice with the highest roll. He scores 2, 4 and 5, Close Assaulting a Door
so his score is 5. A model may close assault a door just like attacking a
The Space Marine rolls a single dice and scores 4. The Genestealer model. For obvious reasons the door does not roll any
wins the combat, and the Space Marine is killed. dice! The attacker must score a 6 on at least one of their
dice to destroy the door.

GUARD ACTIONS
A Space Marine can spend 2 APs to set hi mself on guard.
When on guard, the Space Marine is sta nding ready to
fight in close combat, wh ich can give him a vital
advantage if he is assaulted by a Genestea ler. Place a
guard counter next to the Space Marine to show that he
is on gua rd . If he carries out any other ad ion he loses the
guard counter. A Space Marine can either be on guard or
on overwatch, not both at t he same time.

A Space Marine that is on guard may roll his dice aga in in


a close assau lt. The Space Marine may choose to re-roll
his own dice after he has seen t he Genestea ler's dice roll.

On ly one dice may be re-rolled, and t he resu lt of t he


second roll must be used even if wo rse t ha n the first.

A Space Marine rema ins on guard unt il the end of t he


Marine. He scores 2, 4 and 5, so his score is 5.
turn, even if he is attacked by a Genestea ler. The counter
is removed at the end of t he turn during t he Mission The Space Marine rolls a 4, but as he is on guard he can re-roll the
Status phase . dice. He does so, scoring a 6 and winning the combat. The
Genestealer is killed and the Space Marine remains on guard.

/
Each mission states how many blips the Genestealer player starts the game with, and how many he receives
each turn as reinforcements. Until they are revealed only the Genestealer player will know how many
Genestealers they represent.

At the start of the game, shuffle the blip counters and no part in the game. To enter play, the blip simply moves
place them all face down in a stack. The Genestealer onto the first squa re of the board next to the entry point,
player may not examine the blips in the stack, but is free expend ing the normal 1 AP cost for moving one square.
t o look at the values of any blips picked up or on the From this point on they are part of play and move and
board at any time . The Space Marin e player may not look f ight as described below.
at the va lue of blips until t hey are revealed .
lurking
Starting and reinforcement blips are taken from the stack Bl ips do not have to immediately enter play. They can instead
at the appropriate t ime (sta rting bl ips when setting up, lurk at an entry area, usually to wait for more numbers to
and reinfo rcement blips in the Reinforcement phase). arrive. Simply leave the blip off the board next to the entry
After t he requisite number have been taken they are area . Up to three blips can lurk at each entry area.
examined by the Genestea ler player, and then placed by
him at any of the Genestealer entry areas shown on t he If a Space Marine is six or fewer squares away f rom an
map for t he mission . When no blips are left in the stack, entry point square at the start of the Genestealer phase,
take the used ones, sh uffle them, and make a new stack then any reinforcement blips placed there must lurk for
of face-down blip counters. Blips are drawn from the top the rest of the turn. They are f ree to enter the board on
of the new stack as normal. the fo llowing turn if the Genest"ealer player chooses.

PLACING BLIPS BLIP MOVEMENT


Blips must f irst be placed face down off the board Blips receive 6 APs per turn. Blips have no facing and
out side an ent ry point (the Genestealer playe r may look therefore can move one square in any di rection for 1 AP.
at t he va lue of the blip before placing it). While t he re, Opening/closing doors (for the usual 1 AP) and moving
t hey are not considered t o be on the board and so take are the only actions blips can perform - they cannot
attack or perform any other action .

Blips ca nnot move into a Space Marine's line of sight. Iii


thi s happens accidenta lly then t he blip is returned to the
last sq uare in wh ich it was out of line of sight and it may
not do anything for the remainder of the cu rrent turn .
Blips cannot move next to a Space Marine, even if t he
Space Marine is facing another direction and has no line ·
of sight to the blip.

CONVERTING BLIPS
Blips can be converted in two ways: voluntarily and
involuntarily. In either case t he blip is fl ipped over to
show how many Genestealer models need to be placed,
and is then placed face up beside the board.

Voluntary Conversion
The Genestealer player can convert a blip counte r into
The Genestealer player takes two reinforcement blips and places Genestealers by revealing it during his Action phase. He
them beside two of his entry areas. The blip by the bottom entry reveals the blip instead of activating it; if the blip has
area will be forced to lurk for a turn, as there is a Space Marine done anything that Action phase t hen it may not be
within six spaces of the entry square. revealed . The Genestealer player may choose to reveal a
blip that is off th e board by an entry area .

. -'::'';--'-:.: - - >':::~;"" ~ .• - :~ ..~I'<~-'=.~'" .-.; .•~- ..... - -'

G G •
In the case of voluntary reveals, the Genestealer player
places the models, while the Space Marine player gets to
place t he models if the blip was involuntarily revealed.
Regard less of who placed them the Genestealer player
can choose the facing of any Genestealers when they
are revealed.

In the case of voluntary reveals, the Genestealers may not


be placed in line of sight of a Space Marine. With
involuntary reveals they may be and, in this case, placing
the Genestealer counts as performing an action and so
the Space Marine can fire on overwatch or spend
player may voluntarily convert them in his Action phase. command points to perform an action.

If there are not enough empty adjacent spaces any


Involuntary Conversion Genestea lers that can't be placed are forfeited - these
If at any time during the turn a Space Marine can draw a lost Genestealers are not counted as casualties for the
line of sight to a blip (see Shoot Actions) then it is purposes of mission victory conditions. The same is true if
automatically and immediately revealed. Should this there are not enough Genestealer models to place - the
happe·n during the Genestealer's turn, then the revealed number of models in the box is a limit to the number of
Genestealers may be activated so long as the blip has not Genestealers that can be in play at any t ime.
taken an action 50 far this turn.
If the blip has not yet been activated on the turn it is
Remember that a blip cannot move into a Space Marine's revealed, any Genestea lers placed are free to be activated
li ne of sight; however, the Genestea ler player can move a as normal. If the blip was activated before it was
model or open a door t hat was blocking a Space Marine's revealed, any Genestealers placed may not be activated
line of sight, allowing the Space Marine to see a blip. This later in the turn .
would be involuntary conversion .

undergoes immediate involuntarily conversion, before the Space


Marine takes his next action.

Placing Revealed Genestealers


When a blip is revealed, one Genestealer is placed on the
The blip is revealed to show that it represents two Genestealers.
space the blip was occupying. Any additional The first is placed in the square that the blip has occupied (1). As
Genestealers must be placed in an empty square adjacent this is an involuntary conversion the second Genestealer is placed
to the first. If the blip was by an entry area , then the by the Space Marine player further away down the corridor (2).
models are placed by the entry area and may enter play The Genestealer player chooses the facing of both models.
in the same manner as a bl ip counter.
/
MISSION STATUS PHASE
The Mission Status phase is used to check if either player has won, and to get things ready for the next turn.
Counters that have served their purpose are removed, and the board is generally cleared up for the start of a
new turn.

The players should first check the victory conditions of the After the victory conditions have been checked, the
mission to see if either of them has won. The game ends as Space Marine player reveals the command point counter
noted in the mission rules, usually when a specific event has to show that he has not expended more than he had fo r
happened or objective has been achieved. the turn and t hen returns it to t he container w ith the
other command point counters. Any command points not
Note th at as there are variable victory conditions, it is spent are wasted . Finally players shou ld remove any
j:'lossible t hat a victory cond it ion has been achieved but the markers for overwatch, jams, f lames, etc.
game does not end - the level of victory may be increased
or red uced. You are now ready t o start a new turn.

LADDERS &. OBJECTS


Some missions will include ladders that lead down to a new level of the space hulk or objects that can be
picked up and carried. The missions that use these rules will say so in the special rules section.

LADDERS OBJECTS
Some missions are fought on two maps, one above the A mission may require that one side
other, t hat are connected by ladders. Place ladder up and must carry an object into position, or
ladder down counters on the appropriate squa res on retrieve it for themselves. This is
each board, as shown on the mission map. specified in the Mission Book .
Objects are placed in a square in the
The two ladder squares are assumed to be adjacent to same manner as a model.
each other, and a model standing on one is allowed to
shoot or close assault a model on the other just as if they Objects may not be attacked, though a
were standing in adjacent squa res t o each other's front. model carrying one may be. An object on its own in a square
It costs a Genestealer 1 AP and a Space Marine 2 APs to does not block a line of sight - a Space Marine can shoot
move from a ladder square on one board to the through the square as if the object was not there. If a door is
correspon ding ladder square on t he other. closed upon an object then move it into a randomly selected
adjacent square.
Roll a dice when a Space Marine enters a square that
contains a ladder going down (including when he climbs up A model that moves onto a square with an object
from the level below). On a roll of 1 the Space Marine falls automatically picks it up and may move w ith it from then
down to the space below. The Space Marine maintains his on. A model carrying an object can carry out any action
facing, but loses any action points he may have had and is not hindered in any way. It may choose to drop the
remaining at the time that he fell (command points may be object in a square as it moves, leaving the object behind
used to perform extra actions as normal). Any model in the as it moves on . A model will automatically drop an object
square below is destroyed. if the model is destroyed. Blips may not move into a
square that contains an object.

A model may pass an object to another that is in the


square to his front. Th is is an action and costs the model
handing the object 1 AP; t he model receiving the object
Ladder Ladder does not have to use an action or any action points in
Down Up order to to receive it.
SPACE MARINE WARGEAR
Space Marines can be armed with a wide variety of weapons, each of which is described in this section of
the rulebook. Don't feel you need to learn the rules for all of the weapons in the game - just look them up
as and when they are required.

STORM BOLTER A Space Marine shoot ing with the sustained fire bonus
Most Space Marin e Terminators are armed with a Storm will hit the target on a roll of 5 or 6, not just on a roll of
Bolter. It is capa ble of laying down a wit hering hail of fire 6 as would normally be the case .
that can cut down Genestea lers and blast down doors. It
costs 1 AP for a Space Marine to fire his storm bolter. The sustained fire is lost if the Space Marine takes any
When firing in this way, there is no maximum range . Roll action other than a shoot action, or if t he Space Marine
2 dice to resolve the effects of the shooting action . If moves and f ires, or if a model other than the ta~ge t takes
eit her dice scores a 6 the target is dest royed and an action .
removed from play.
Shooting at Doors
Moving and Firing A Space Marine with a storm bolter ca n shoot at a door in
A Space Marine ca n combine a move or turn action with the same way as shooting at a Genestealer. This follows the
f iring a storm bolter, paying on ly the 1 or 2 APs for the same rules as above, including the susta ined fire bonus. If
move or turn action and fi ring t he storm bolter 'fo r free' the door is destroyed then it is removed f rom play. If a door
after the move or turn action has been completed . closes within 12 squares in t he line of sight of a Space
Marine on overwatch, he will shoot at th e door.
Sustained Fire
If a Space Marine fires his storm bolter at a target in his Jams
Action phase and misses, he ca n gain a sustain ed f ire A Space Marine on overwatch is firing even more rapidly
bonus if he uses his next action t o shoot again at the than normal, and it is not uncommon for him to jam the
same target. The sustained fire bonus may also be taken firing mechanism of his storm bolter in this situation. To
by a Space Marine firing on overwatch t hat takes a reflect this, if the Space Marine player rolls a double on
sec'ond or subsequent overwatch shot at the same target. the shooting dice while shooting on overwatch, his storm
bolter jams - f lip the overwatch marker to its 'jammed '
side to ind icate th is. If he rolls a double 6 (or a double 5
with the sust ained f ire bonus) the Genestea ler is killed
and t he storm bo lter then jam s.

A Space Marine with a jammed storm bolter cannot


shoot until he cl ears the jam. It costs 1 AP to clear a jam .
Once t he jam is cleared, f lip the counter back over to
show t hat the model is back in overwatch. Any jam
counters that have not been cleared are removed at the
end of the turn in the Mission Status phase, along with
any overwatch count ers that rema in in play.

POWER FIST
Term inator armou r incorporates a power fist for close
assault combat. It is a massive armoured gauntlet that
The Space Marine spends an action point to move one square and
contains a power f ield generator. The fiel d disrupts any
shoot. He rolls a 1 and 3, missing the Genestealer. He moves
matter it touches, enabling the Termingtor 'to punch
forward again, shooting for the second time. He rolls a 5 and 5,
but misses because he cannot claim the sustained fire bonus as he
t hrough or crush almost any material. The effects of th is
has moved. He spends a third action point to remain stationary and terrifying weapon are included in the rules for close
shoot. rolling a 1 and a 5. This time he can claim the sustained combat described earlier in this rulebook, and no
fire bonus, so the 5 kills the Genestealer. add it ional specia l rules are needed.
laser sight

3. Storm Bolter

4. Chainfist

5. Assault Cannon

7. Heavy Fla mer

8. Powe r Sword

9. Lightning Cla ws

10. Storm Sh ield

ASSAULT CANNON Assault Cannons and Overwatch


Assault cannons are heavy weapons that can be used by An assault cannon can be put into overwatch for the
Space Marine Terminators. Their rapidly rotating, multiple same AP cost as a storm bolter, entitl ing the assault
barrels are capable of un leashing a hail of shells, each cannon to fire at any elig ible target as long as it has
capable of tearing a Genestealer apart. It costs 1 AP for a ammunition remaining. An assau lt cannon wi ll not jam
Space Marine to fire an assault cannon. When firing in (they are built for rapid fire).
this way, there is no maximum range. To resolve the
effects of the shooting rol l 3 dice. If any dice score a 5 or Reloading the Assault Cannon
6 t he target is destroyed and removed f rom play. Assault cannon ammun it ion is held in slide-in magazi nes
mounted on the rear of the weapon. The Space Marin e
A Space Marine can comb ine a move or turn action with armed with the assault cannon carries a spare box of
firing an assault cannon, paying the normal 1 or 2 APs ammunition, and can reload it at a cost of 4 AP. Return the
for the move or turn, and f iring the assault cannon 'for ammunition marker to the 10 space on the track, but fl ip it
free ' . In addition it can receive a sustained fire bonus in to the 'reloaded' side. Once these additional ten shots have
the same manner as a storm bolter. In the case of the been used, the assault cannon may not be reloaded again.
assault cannon the bonus means that it will score hits on
a roll of 4, 5 or 6. Assault Cannon Malfunction
Although made of a special alloy, an assault cannon's
Assault Cannon Ammunition weapon barrels can reach incredibly high temperatures if
An assault cannon is loaded with enough ammunition to used continuously, and in such circumstances there is a
fire ten times. Assault cannon ammunition is kept t rack of chance it will malfunction. If an assault cannon has been
on the mission status display. At the start of the game reloaded and all three dice come up with the same
place the assault cannon ammunition counter on the 10 number then the assau lt cannon explodes (the target can
space on the track. Each time the assault cannon is fired, still be destroyed if the dice rolls are high enough). The
including when it is fired on overwatch, the Genestealer Space Marine firing the assault cannon is killed. In addition
player must move the counter one space down the track. the Space Marine player must roll a dice for each model or
Once all ten shots have been used the assault cannon may door on the same board section as the assault cannon; any
no longer shoot. model or door is destroyed on a roll of 4 or more.
CHAlNFlST to see if they are destroyed each t ime they enter a new
Chainfists are used to slice through bulkheads and closed square in the section with the flamer marker. Note that it is
doorways. A Space Marine armed with a chainfist possible to trace a line of sight to a target on the edge of a
automatica lly destroys a door if they close assault it. No burning section, as long as there are no burning squares in
dice roll is necessary. Though they do more damage in between. Also note that the Space Marine player may fire a
battle than a power fist, they are somewhat unwieldy, heavy flame r at an empty section, to block it during the
and therefore are treated as a power fist in a close Genestealer turn.
assault with a Genestealer.
Limited ammunition
HEAVY FLAMER A heavy flamer only carries suffici ent fu el for six shots .
A heavy flamer projects a gout of burning promethium that This is the number of flamer counters provided, so set
can incinerate a swathe of enemies, and coats the room or each counter aside when it has been used to keep track
corridor with fuel that continues to burn for a short period of ammunition expenditure.
after firing. It costs 2 APs to take a shoot action with a
heavy f lamer. Th is cannot be combined w ith any other Flamers and Doors
action. A heavy flamer can target a model or square up to Flamers cannot destroy or shoot through closed doors. If a
12 spaces away. This may be an empty square. section which takes a flamer hit has any closed doors, then
the squares beyond the door are unaffected, but the door
cannot be opened until the flamer counter is removed.

LIGHTNING CLAWS
Lightning claws are bladed gloves surging with lethal
energy. They are usually worn in pairs, and therefore
preclude the Space Marine from using a storm bolter. A
Space Marine with lightning claws fighting a close assault
to his front rolls two dice in close assault, and adds a + 1
modifier to the result of the highest dice. When on guard
the model may re-roll one of the two dice, not both.

POWER SWORD
Power swords are rare and extremely effective weapons,
awarded to Space Marines that have proven themselves
The Space Marine can see one or more squares in the room and fires
in battle. When fighting a close assault to his front a
his heavy flamer into it. The flamer marker is placed in the room to Space Marine armed with a power sword can parry an
show that it has been set on fire. Each of the Genestealers in the attack, forcing the opposing player to re-rol l his highest-
section will be attacked even though the Space Marine cannot actually scoring dice. If the Space Marine is on guard then he may
see them, and will be killed on a roll of 2 or more. do this before deciding if he will re-roll his own dice.

STORM SHIELD
Area Effect The storm sh ield is a defensive energy shield worn on the
Heavy flamers affect entire map sections (except parts Space Marine's left arm. A Space Marin e carrying a storm
blocked by closed doors; see below). When a flamer shield may block one close assault dice roll made by an
shoots at a square or model, place a flamer marker in the opponent to t heir fro nt, with the result that the opponent
middle of the section the target occupies. Then roll a dice rolls one less dice than normal to resolve the assault.
for each model or blip in the section including the target
model; the piece is destroyed on a roll of 2 or higher. You THUNDER HAMMER
can f ire more than once at a section if desired. When a thunder hammer strikes a foe it unleashes a blast
of energy that can stun even the most powerful appaRent.
Persistent Effect To represent this, a Space Marine armed with a thunder
Once placed, the flamer marker remains where it is until it is hammer receives a +1 modifier to his close assault dice roll
removed in the Mission Status phase at the end of the turn. against models to his front. Note that t his means that a
All squares in a map section that contains a flamer marker Space Marine Sergeant armed with a thunder hammer
are considered blocked for line of sight and movement. receives a +2 modifier against models to his front (+ 1 for
Surviving pieces within the section can move, but must roll being a Sergeant, and + 1 for having a thunder hammer).
The librarians of a Space Marine Chapter have powerful psychic abilities that they use to bolster their own
fighting skills and influence the battle around them . The instructions for a mission will tell you if a Librarian
is part of the Space Marine force.

COMBAT VETERAN
Librarians are highly experienced combat veterans. To
represent th is they add + 1 to the dice in a close assault
in the same manner as a Space Marine Sergeant.

PSI POINTS
The Li brarian starts each mission with 20 psi points. Psi
points can be spent to do two things:

• They may be spent to increase the Librarian's dice


roll in an assault (see the f orce axe entry below).

• They may be spent to use a psychic power (see


psychic powers below) .

The psi point counter provided with the game is used to


record the number of psi points the Librarian has
remaining. At t he st art of the game place the counter on Prescience
the '20' space on the psi-point track on the mission Using his powers of foresight, the Librarian allows t he
status display. The Genestealer player must move the Space Marines to act w ith greater coordination and
counter down t he t rack as the Librarian uses psi-points. efficiency. Using prescience allows the Space Marine player
Once all 20 psi points have been used, the Librarian may to move the command point marker one space back along
not use any of his psychic abilities for the remainder of the track. The counter cannot be moved back past the '0'
the mission. space. This power costs the Librarian 1 psi point.

FORCE AX( Force Barrier


The Libra rian's fo rce axe allows him to channel his psychic The Librarian creates a psychic barrier. Place the f orce
energy into a deadly close combat attack. To represent ba rrier counter in an empty square within 12 spaces of
this, psi points can be used to add a bonus to the the Librarian (no line of sight is required). The force
librarian's dice roll in a close assault to the librarian's barrier remains in play for the rest of the turn, and is
front. Each point spent adds +1 to the dice roll . The then removed in the Mission Status phase. Wh ile it is in
points are spent after the dice are rolled and any re-rolls play no model may enter or shoot t hrough t he square.
have been made. This powe r costs t he Li brarian 2 psi points.

PSYCHIC POWERS Psychic Storm


A Librarian can use one psychic power per Space Marine The Librarian unleashes a psychic attack upon the enemy.
turn . This costs the Librarian a number of psi points The Librarian can target a single Genestealer or blip
depending on t he power being used. Note that using a within 6 squares of the Librarian, or a boa rd section that
psychic power is not an action as such: it does not cost has at least one square within range. No li ne of sight is
the Librarian any action points, and it may be used at any required. If the power is targeted on a sing le Genestea ler
point during t he Space Marine turn, including when or blip then it is destroyed on a roll of 2+. If a board
another Space Marine is taki ng an action . Only one section is targeted then any Genestealers or blips on the
psychic power may be used per Space Marine turn. board section are destroyed on a roll of 4+. Doors and
Space Marines are not affected by a psychic storm. This
power costs the Li brarian 3 psi points.
T OODLORD
GiE:cEstl~ers are known as Broodlords, Even more vicious and intelligent than
their offspring, B I"O("l&c:,~\c; ~:ooq.:::t1:~ foes, The instructions for a mission will tell you if a Broodlord is
part of the Genest

REVEALING THE B OODlORD


If a mission specifies -~ :: ~ _-:: --:: _ ::-eser-z, en
once during the mis2c- --= == "".
=::r-=s::=-= ~ ff can
choose to say that c'" _:::: -= ==_
? S - -<ac: the
Broodlord. Instead 0"' SE. :; _- ---= ==e-::s:.ea ers, place
the Brood lord mode ~::-e --:::= -- _.e::; ;:re blip
cou nter. When reve" ~
Genestealer with ~ e'::

HARD TO KILL
Genestealer. To represen- ~
ki ll the Broodlord if ',0 o~ --= -= == -
:;= ~
enough to kill the targe- - '"E -- -as'" =";:c: ""
this means that heavy fla E'"S (2----: --~ a ~ ­
This rule does not apply -0 dose GSSC_ -

MIGHTY BLOW
The Broodlord can deliver a C'US ' g blow in close
combat. To represent this, i a d ose assault against an
enemy to its front, the Broodlord adds together its best
rol l and its lowest roll t o find his score. For example, the
Brood lord rolls a 6, 6, 3. The Broodlord adds together the
6 and 3, giving a total of 9. If the Broodlord is ever IMMUNE TO PSYCHIC STORM
forced to roll less tha n three dice, t hen it si mply uses the Th e Broodlord has the psych ic strength to res ist a psychic
combined tota l rolled on the dice. storm and is not affected by the power.

DESIGN NOTES
SPACE HULK WAS FIRST PUBLISHED IN 1 9a9. DESIGN ED BY THE ECCENTRIC BUT HIGHLY T A LENTED GAMES

DESIGNER RIBHARD HALLIWELL (riAL TO HIS FRIENDS), IT QUICKLY ESTABLISHED A REPUTATION AS A CLASSIC

GAME WITH A LEGION OF LOYAL FANS WHO ST ILL PLAY THE GAME TO THIS DAY. A NUMBER OF" SUPPLEMENTS FOR

THE F"IRST EDITION FOLLOWED , ADD I NG RULES FOR LIBRARIANS AND WEAPONS SUCH AS THE ASSAULT CANNON.

FOR THE NEW EDITION WE CONCENTRATED OUR CREATIVE ENERGIES ON PROVIDING THE BEST PLAYING PIECES

WE POSSIBLY COULD. THE RULES ARE MOSTLY UNCHANGED, WI TH T HE EXCEPTION THAT ALMOST ALL OF THE

ADDITIONAL RULES FROM THE SUPPLEMENTS ARE INCLUDE:D IN T HE MAIN RULEBDDK. WE'VE ALSO T AKEN THE

OPPORTUNITY TO MAKE A COUPLE OF NEW ADDITIONS LIKE THE NEW BRODDLDRD AND THE RULES FOR G OING

lON GUARD', BOTH OF' WH ICH WILL GIVE PLAYERS OF EARLIER VERSIONS OF' THE GAME SOMETHING NEW TO TRY.

WHAT HAS CHANGED MOST 15 THE t:;JUA L ITY OF THE GAMING PIECES , ESPECIALLY TH E MINIATURES, WHICH

HAVE BENEFITED FROM THE DECADES OF EXPERIENCE OUR MINIATURES DESIGNERS HAVE BUILT UP SINCE THE

FIRST EDITION OF T HE G A ME WAS PUBLISH E D. WE FEEL THAT THE RESULT IS THE FINEST VERSI ON OF SPA CE

HULK EVER PUBL ISHED AND A FITTING TRIBUTE TO HAL' S ORIGINA L DESIGN.
REFERENCE SHEET
TURN SEQUENCE PSYCHIC POWERS TABLE
Space Marine Turn Power Cost Effect
Command Phase Prescience Move command point marker bacK 1 s
Action Phase Force Ba rrier 2 Range 12 . Ba rrier blocks square.
Genestealer Turn Psychic Storm 3 Range 6. Single target destroyed on 2+.
Rei nforcements Phase Area target(s} destroyed on 4+.
Action Phase Force Axe + 1 t o close assault score per psi point.
Mission Status Phase

ACTION POINT TABLE


Space Marines: 4 Action Points
Genestealers & Blips: 6 Action Points
Action Space Marine Genestealer Blip
Move forwards 1 square 1* 1* ~ 1
Move backwards 1 square 2* 2**
Move sideways 1 square 1 **
Turn 90 degrees 1*
Turn 180 degrees --~------------~-----------
Fire Storm Bolter or Assault Cannon
Set overwatch/guard Z
Clear ja mmed Storm Bolter 1
Fire Heavy Flamer Z --~-
Close assault
Open/close aoor

* The Space Marine may fire a storm bolter or assault ca nnon as part of the same action, at no additiona l cost in A Ps.
** The Genestealer may turn 90 degrees as part of t he same action, at no additional cost in APs.

SHOOTING TABLE
Weapon Range Dice Kill Notes
Storm Bolter Unlimited 'k 20 6 6+ Overwatch , sustained fire, jam
Heavy Flamer 12 1D6 2+ Area effect, persisten t, 6 shots
Assault Cannon Unlimited* 306 5+ Overwatch, 10 shots, reload, sustained fire
* Range is 12 squares when on overwatch

CLOSE ASSAULT
Model Assault Dice Notes
Gene~ea~r 306
Broodlord 30 6 Mighty Blow
-----------~
Space Marine with power fist 106
Space Marin e w it h light ning claws 206+ 1
Sergeant with power s..;,w;.,;0;.;,r,;;;,
d _ _ _ _ _ _ _ _ _ _1 06+ 1
.;.;;. Pa rry
Sergeant w it h t hunder hammer & storm sh ield 106+2 Block
Li rarian wit force axe 106+ 1+? PSI POints

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