Space Hulk: White Dwarf #115
Space Hulk: White Dwarf #115 Rulebook
Table of Contents
Table of Contents
Command Units
Only the most battle-hardened Marines, who have proven their ability upon many occasions, are chosen for service in Terminator Squads. Of these only the very best become members of the Command Units - unequalled in their devotion to the Emperor and leading their men into the heart of the battle.
The bulk of the Terminator Squads involved in the fighting aboard the Sin of Damnation are the ones represented in Space Hulk: Sergeants and Marines, armed with Storm Bolters, Flamers and Power Fists. During later actions, however, several Command Units saw some extremely ferocious combat.
After the Blood Angels succeeded in contaminating the cryogenic chambers, there were only about a dozen surviving Terminator-clad Marines aboard the hulk. They would have to hold the defensive perimeter until the remainder of the Blood Angels Chapter arrived. Though they had decimated the sleeping Genestealers, thousands of the creatures - those who had escaped before the toxin was introduced to the cryogenics - were still roaming the ship.
As there were so few Terminator Squads left to offset this still potent menace, the Blood Angel Command Units - Captains and Librarians, plus their heavily-armed bodyguard - took the field. They were aided by several Ultramarine Chapter Command Units, originally assigned to the operation as observers, but who joined the battle when needed.
Marine Captains
Marine Captains are among the best-trained and best-equipped warriors in the Imperium. Armed with Power Sword, Storm Bolter and Power Glove with built-in Grenade Launcher, they are almost unstoppable in battle. More important, they are skilled leaders, able to extract the utmost effort from troops under their command.
Marine Captains and the Timer
For each Marine Captain in play, the Marine player receives an additional thirty seconds in which to complete his move. Therefore, if a Marine Captain is accompanying two full Squads, each with a Sergeant, the Marine player would have three minutes and thirty seconds to complete his move. If the Captain is on his own, the Marine player would have two minutes and thirty seconds in which to complete his move.
Marine Captains and Command Points
For each Captain in play, the Marine player receives two additional Command Points. If this gives him seven or eight CPs, he keeps track of the additional points with an extra Command dice: for example, when he spends his seventh point, he turns one Command dice to 6, and the other to 1.
If the Captain is killed, the Marine player gets to spend any remaining extra CPs during that turn. In subsequent turns, however, he is limited to the number drawn on the Command Counter.
Captains and Close Assault
The Marine Captain is a skilled fighter: he receives a bonus of +2 to his Close Assault dice roll. In addition, his Power Sword allows him to parry a Genestealer's attack; see New Weapons.
Captains and Fire Combat
The Captain is armed with a Storm Bolter. He also has a Grenade Launcher built into his Power Glove; see New Weapons.
Marine Librarians
Librarians are powerful psykers, able to channel the force of their minds into their weapons.
The Librarian is equipped with a Storm Bolter and Force Axe. He receives a +1 Close Assault bonus. In addition, he may spend Psi Points to further increase his Close Assault roll, as described below.
Psychic Mastery and Psi Points
Librarians are ranked according to Mastery Level. There are four different Levels of Mastery - the higher the Level, the stronger the Librarian. To determine the Librarian's Level of Mastery, at the start of the game the Marine player mixes up the ten Mastery counters and pulls one at random. He looks at it but doesn't reveal it to the Genestealer player until the end of the game - the Genestealer player won't know how strong the Librarian is until his Stealers test the Librarian's mettle in battle.
At the start of the game, the Librarian has a certain number of Psi Points, a numerical representation of his psychic strength. This number is dependent upon the Librarian's Mastery Level, and is displayed on the chart below. During the game, the Marine player keeps a running total of the Librarian's expenditure of Psi Points on a piece of scrap paper. When the Librarian has spent all of his points, he cannot spend any more during that Mission.
Psychic Mastery Table
| Level of Mastery | Psi-Points |
|---|---|
| 1st: Novice | 10 |
| 2nd: Initiate | 20 |
| 3rd: Librarian | 30 |
| 4th: Master | 40 |
Librarians and Close Assault
Librarians are armed with Force Axes, special weapons which allow them to channel the power of their minds into their blows. When a Librarian fights a round of Close Assault combat, he can spend Psi Points to increase his Close Assault roll. For each Psi Point he expends, he increases his roll by +1. This is in addition to his skill bonus of +1. The Librarian must announce how many points he is expending before any dice are rolled. If the Librarian spends no Psi Points, he still gets his skill bonus of +1.
The Librarian can spend Psi Points only if he is facing his opponent; if he is attacked from the side or rear, he cannot spend any points.
Example of Librarians in Close Assault Combat
A Genestealer attacks a Librarian from the side. Since the Librarian is not facing his opponent, he cannot expend Psi Points to increase his roll. The Genestealer's highest roll is 5. The Librarian rolls a 4: with his Close Assault skill bonus of +1, the Librarian ties the Genestealer's roll and is able to turn and face his attacker. The Genestealer attacks again; this time the Librarian expends 3 Psi Points. The Genestealer's highest dice is 6; the Librarian rolls a 2: +1 is added for the Librarian's Close Assault skill and +3 for the Psi Points he spent, making the Librarian's total score 6. This round of combat is also tied.
Weapon Systems
The following rules cover some new weapons for Space Hulk missions. You should refer to the Weapon Availability table and the mission details to determine which Marines can be equipped with each weapon.
Assault Cannon
Assault Cannon can be fired under the same circumstances, for the same AP cost, as Storm Bolters. On each shot from an Assault Cannon, roll three dice. The basic roll required on any one of the dice is 5. Assault Cannon receive a sustained fire bonus in the same way as Storm Bolters:
Assault Cannon Sustained Fire Bonus
| Firing | Score Required (on any one of 3 dice) |
|---|---|
| 1st shot | 5 |
| 2nd shot | 4 |
| 3rd shot | 3 |
| 4th & subsequent shots | 2 |
Assault Cannon Ammunition. The ammunition for the Assault Cannon is held in the slide-in magazine mounted at the rear of the weapon. Each Assault Cannon shot represents a burst of around fifty actual rounds. An Assault Cannon magazine carries five hundred rounds, enough for 10 shots.
Each time the Assault Cannon fires, the Marine player hands one of the markers to the Genestealer player. When the tenth shot is fired and the Marine player runs out of markers, the Assault Cannon is out of ammunition and cannot fire until the Marine reloads.
Reloading the Assault Cannon. The Assault Cannon Marine carries an effectively unlimited amount of Assault Cannon ammunition in a compartment built into the back of his Terminator suit. It is, however, extremely difficult for him to reload his weapon on the battlefield: he may do so for a cost of 4 APs.
When the Marine reloads, the Genestealer player returns all of the Assault Cannon markers to the Marine player. The Marine player can reload the Assault Cannon at any time; he does not need to wait until it is completely empty.
Assault Cannon and Overwatch. An Assault Cannon can be put into Overwatch mode for the same AP cost as a Storm Bolter. As usual, the Marine player must remember to hand the Genestealer player an Assault Cannon marker for each shot. Assault Cannon cannot jam; however, they are subject to catastrophic malfunction (see below).
Assault Cannon and Malfunction. If, while firing the Assault Cannon, the Marine player rolls a triple - all three dice come up the same number - the Assault Cannon malfunctions. Violently. The Marine firing the Assault Cannon is killed automatically. In addition, the Marine player rolls a dice for each adjacent model, bulkhead and door: a Genestealer or door is removed on a roll of 4 or higher, a bulkhead (see below) or Marine on a 5 or better.
The Assault Cannon malfunctions whenever the Marine player rolls a triple - in Overwatch or normal fire.
Chain Fist
Chain Fists are used for slicing through bulkheads and closed doors. Though they do more damage in battle than normal Power Gloves, they are somewhat less wieldy, making the Marine slower in combat. As these two characteristics cancel each other out, Marines with Chain Fists receive no Close Assault bonus or penalty.
Chain Fists and Bulkheads. A Marine armed with a Chain Fist cuts through a bulkhead for a cost of 2 APs. The bulkhead must be in the Marine's front square. A destroyed bulkhead is removed from play; the square is treated as a clear square from then on.
See Bulkheads for further information.
Chain Fists and Doors. A Marine armed with a Chain Fist cuts through a door for a cost of 1 AP. The door must be in the Marine's front square. As usual, a destroyed door is removed from play; the square is treated as a clear square from then on.
Force Axes
Force Axes are special weapons which allow Librarians to channel their psychic energy into Close Assault combat. Only Librarians are allowed to carry Force Axes. For rules on Librarians and Force Axes, see Marine Librarians.
Power Swords
Power Swords are issued as both effective weapons and symbols of rank. For this reason it is usually only the Captains that possess them, although Marine Sergeants who have shown extreme bravery are sometimes awarded one. They give no plusses to the Marine's Close Assault roll; however, the Marine is able to parry one of the Genestealer's attacks. After both sides have rolled dice, the Marine player can force the Genestealer player to reroll one of the three dice he rolled. The new roll stands - even if it is better than the original roll.
The Marine can parry only when he is facing his opponent. He cannot parry attacks from the side or rear. The Marine is never forced to parry - if he is satisfied with any of the Genestealer's first three rolls, he can always let them stand.
Grenade Launchers
The Marine Captains are equipped with special Power Gloves incorporating a small, rapid-firing Grenade Launcher. The Launcher is equipped with ten Crack and ten Plasma grenades.
Grenade Launchers can be fired in the same circumstances, for the same AP cost, as Storm Bolters, except that they cannot be used in Overwatch fire and they receive no sustained fire bonus.
The Grenade Launcher has a maximum range of 8 squares. Hits with grenades are automatic. All the player needs to do is check that the Captain can draw LOS to the target square and that the target is within his Fire Arc, and then count the range.
Grenade Markers. When the Captain fires a Crack grenade, the Marine player hands a Crack marker to the Genestealer player. When the Captain fires a Plasma grenade, he places the marker in the target square, and the Genestealer player removes it during the Endphase (as if it were a Flamer hit marker).
When the Marine player runs out of markers, the Captain is out of ammunition and cannot fire any more grenades of that type for the remainder of the game.
Crack Grenades. Crack grenades are shot against individual models or doors. The Marine player rolls one dice for the target; the scores required to kill the target are given on the following table:
Crack Grenade Kill Score
| Opponent | Score Required |
|---|---|
| Genestealer | 4 |
| Door | 4 |
Plasma. Plasma grenades affect entire board sections, in much the same way as Heavy Flamers. The Marine player places the Plasma marker in the targetted square (not the middle of the section, like Heavy Flamer markers), then rolls one dice for each model on the section. The scores required to kill are:
Plasma Grenade Kill Score
| Opponent | Score Required |
|---|---|
| Genestealer | 5 |
| Blip | 5 |
| Marine | 6 |
| Door | 5 |
Plasma grenade markers remain on the board until the Endphase. Models can enter sectors which have taken Plasma hits freely and without risk. However, if a model or Blip enters the actual square with the Plasma marker in it, the Marine player rolls on the table above to see if it is destroyed. If there is more than one Plasma marker in a square, the Marine player rolls for each marker.
Plasma markers block LOS.
Bulkheads
Bulkheads follow all of the rules for closed doors with respect to LOS and Flamer effects. However, they cannot be opened normally: they are firmly fixed in place and must be broken through.
A Marine armed with a Chain Fist breaks through a bulkhead by paying 2 APs. Other Marines must make Close Assault attacks against them, succeeding if they roll a 6 or higher. Any Close Assault bonus the Marine is entitled to modifies the roll as usual, as do any Psi Points the Librarian spends.
Genestealers need to roll a 6 on one of their dice to break through a bulkhead.
Bulkheads cannot be shot open. However, a self-destructing Flamer or malfunctioning Assault Cannon will destroy a bulkhead on a roll of 5 or better.
Delaying Action
The magazine's narrative prelude to this mission is omitted as flavour fiction. The printed map is not reproduced here; its legend is given below.
Objectives. The Ultramarines are attempting to fight their way through to the oxygen chamber.
Forces.
- Marines: One Marine Captain; one Marine Librarian; one Marine with Assault Cannon; 1 Flamer Marine; 1 Marine with Chain Fist.
- Genestealers: One Blip at the start of the game. The Genestealers' reinforcement rate is as follows:
| Turn Number | Reinforcements |
|---|---|
| 1-3 | 1 |
| 4-6 | 2 |
| 7+ | 3 |
Deployment.
- Marines: The Squad sets up in the shaded corridor section shown on the map.
- Stealers: Reinforcements and starting forces may be placed at any of the entry areas shown on the map.
Special Rules.
- Stealer Reinforcements: The Stealer player keeps track of the turns on a piece of scrap paper.
- The Exit Point: Marines can exit the map at the exit point, paying 1 or 2 APs to do so, depending upon their facing. Genestealers cannot exit the map.
Victory. The Marine player wins a marginal victory if one Marine exits the map; a major victory if two or more exit the map.
Map legend. Marines deploy (marked with a cross in a box); Exit Point (arrow); Stealer Entry Area (filled triangle); Door (short bar); Bulkhead (filled square). The map marks one "NEW ROOM" entry; the new room section is printed on the counter sheet below.
Weapon and Character Summary
Ranged Weapon Summary
| Weapon | Range | Area Effect | Dice | Destroy: Stealer | Destroy: Marine | Destroy: Door | Ammo | Sustained Fire | Overwatch |
|---|---|---|---|---|---|---|---|---|---|
| Storm Bolter | UL/12 | Target | 2D | 6 | - | 6 | UL | YES | YES |
| Heavy Flamer | 12 | Sector | 1D | 2 | 2 | - | 6 | NO | NO |
| Assault Cannon |
* Assault Cannon can be reloaded for a cost of 4APs.
** Plasma Grenades affect entire sector when first fired; afterwards, they only affect target square.
Key
- Range: The distance the weapon can fire. (Storm Bolters and Assault Cannon have unlimited range, except in Overwatch, when their maximum range is 12.)
- Area Effect: Whether the weapon effects just the target or an entire sector.
- Dice: The number of dice thrown when firing at a target.
- Destroy: The number needed to roll on one of the dice to kill the target.
- Ammo: How many times the weapon can fire before running out of ammunition. Storm Bolters have unlimited ammunition (though they can jam in Overwatch).
- Sustained Fire: Whether the weapon receives a Sustained Fire bonus.
- Overwatch: Whether the weapon can be put into Overwatch mode.
AP Cost to Fire
| Weapon | Fire | Move Forward & Fire | Move Backwards & Fire |
|---|---|---|---|
| Storm Bolter | 1 | 1 | 2 |
| Heavy Flamer | 2 | - | - |
| Assault Cannon | 1 | 1 | 2 |
| Grenade Launcher | 1 | 1 | 2 |
Close Assault Skill
| Character | Skill |
|---|---|
| Marine | 0 |
| Sergeant | +1 |
| Librarian | +1 |
| Captain | +2 |
Weapon Availability
| Close Assault Weapon | Used by | Combat Effects |
|---|---|---|
| Power Glove | Any | - |
| Chain Fist | Any | - |
| Power Sword | Sergeant, Captain | Parry |
| Force Axe | Librarian | Psi Points |
| Ranged Weapon | Used By | Combat Effects |
|---|---|---|
| Storm Bolter | Any | - |
| Heavy Flamer | Marine | - |
| Assault Cannon | Marine | - |
| Grenade Launcher | Captain | - |
Captain Summary
- +30 seconds on timer.
- +2 CPs.
- +2 Close Assault skill.
- Can parry with Power Sword - force Stealer to reroll one Close Assault dice if facing opponent.
- Carries Grenade Launcher.
Librarian Summary
- From 10 to 40 psi points.
- +1 Close Assault skill.
- Can expend psi points to increase Close Assault roll if facing opponent.
Chainfist Summary
- 1 AP to break through door.
- 2 APs to break through bulkhead.
Bulkhead Summary
- Block LOS and movement.
- Cannot be opened.
- Fire combat has no effect.
- Self-Destructing Flamers & Malfunctioning Assault Cannon destroy on a roll of 5-6.
- Chainfists automatically destroy for 2 APs.
- Other Close Assault attacks need to roll 6 or better to destroy bulkhead. Close Assault modifiers do apply; Librarian can use psi points.
Counters and New Room Section
This sheet contains new markers and a new room section for Space Hulk. Before play, cut them out and glue them onto a sturdy piece of cardboard. Make sure that the backs of the Librarian Mastery counters are identical, so that it is impossible to tell them apart when they are face-down.
Librarian Mastery Level Counters (ten in total)
| Counter | Psi Points | Count |
|---|---|---|
| 1st Level | 10 | 4 |
| 2nd Level | 20 | 3 |
| 3rd Level | 30 | 2 |
| 4th Level | 40 | 1 |
Plasma Grenade Markers (10): each reads "PLASMA GRENADE".
Crack Grenade Markers (10): each reads "CRACK GRENADE".
Assault Cannon Markers (10): each reads "ASSAULT CANNON".
Bulkheads (8 markers).
New Room Section. A single room section printed on the sheet, shown as a square room with doorways and grilles on the outer edges, marked "NEW ROOM SECTION".