Space Marine Adventures: Tyranid Attack!
Space Marine Adventures: Tyranid Attack! Rulebook
Table of Contents
Table of Contents
Overview
Tyranid Attack! is a cooperative game. The players all win or lose together, and team decisions should be made collectively. You control a squad of superhuman Space Marine warriors who must journey through a derelict space ship – known as a space hulk – and defeat the voracious Tyranid aliens that dwell within. Excitement and adventure await!
Object of the Game
There are three levels to complete that you can choose from, each offering a different challenge. Level 1 is the easiest and recommended for your first adventure, whilst Level 3 is the hardest and where you will confront and attempt to defeat the Tyranid Prime. In order to win the game you must successfully fulfil the mission objective for each level of the space hulk.
Components
In addition to this rulebook, Tyranid Attack! contains the following components:
Game Dice
There are five coloured six-sided dice included, one for each Space Marine.
Space Marines
Each of these five coloured plastic frames features one Space Marine, a superhuman champion hailing from a warrior brotherhood known as a Chapter. You will need to remove the components and assemble your Space Marines before playing the first game. Go to pages 14 and 15 now to assemble your Space Marine heroes.
(Assembly guide: the miniatures come unassembled and unpainted but pre-coloured, so the heroes can be told apart at a glance. Remove each miniature from its frame one at a time. The pieces push off the frames and push together snugly enough to stay together during play, so no glue is needed.)
Reinforcements Bag
Tyranid creature counters are placed in the reinforcements bag and randomly drawn from the bag throughout the game.
Space Hulk Boards
There are three double-sided boards. Each is a maze of corridors that the Space Marines will need to navigate through.
Space Hulk Boarding Vessel Tiles
There are two double-sided boarding vessel tiles. These let the Space Marines enter and exit the space hulk, and are also used to connect the different levels.
Counters
There are four types of counters:
- Bulkhead Counters: These three counters are double-sided; two show a sealed (red) bulkhead on both sides and one shows a sealed bulkhead on one side and an open (green) bulkhead on the reverse.
- Objective Counter: This counter is double-sided and shows a control console on one side and the Tyranid Prime on the reverse.
- Tyranid Prime Damage Counters: These three counters are used to keep track of damage to the Tyranid Prime.
- Tyranid Creature Counters: These are the warrior creatures of the Tyranid Prime: twelve lowly Termagants, five powerful Genestealers and five elite Lictors.
Cards
The cards included in the game are split into five separate decks. The deck labelled 'Open Now' can be opened right away, but the others should not be opened until you have read the rules and are instructed to do so. There are six types of cards:
- Space Marine Datacards: There is one double-sided datacard for each Space Marine. The reverse side of each card is the 'wounded' side of the card. Each side of the card shows the following information:
- A: The Space Marine's name and Chapter symbol
- B: A photograph of the Space Marine
- C: The range of the Space Marine's weapon
- D: How many 'Actions' that Space Marine can perform
- E: The Space Marine's wargear ability
- Tyranid Datacards: There is one datacard for the Tyranid Prime and one for each of the three other types of Tyranid creature. Each card shows the resilience value of that Tyranid.
- Activation Cards: There are two activation cards for each Space Marine and six for the Tyranid Prime and its warrior creatures. The Space Marine activation cards show the corresponding Space Marine's Chapter symbol. The Tyranid cards are all the same and show a Tyranid symbol.
- Mission Briefing Cards: These three cards tell you what you will need to do to complete each level of the space hulk.
- Special Cards: There are 28 special cards that the Space Marines can use during the game. These represent additional wargear or special abilities the Space Marines can call upon.
- Infestation Cards: There are three decks of infestation cards, one for each level of the game – the Level 1 deck has 24 cards, the Level 2 deck has 29, and the Level 3 deck has 30. These are revealed during the game each time a Tyranid activation card is turned over.
Mission Briefing Card (Level 1 example)
The Level 1 mission briefing card as printed in the booklet reads:
LEVEL 1
The Space Marines must activate the control console on the objective square to open the bulkhead and escape.
A Space Marine can attempt to activate the control console if he is standing on the objective square. Each time he does so it uses one of his actions. Roll a dice. On a 6 or more, the Space Marine has successfully activated the control console (on any other result the attempt fails and nothing happens).
Once the control console has been successfully activated, flip all the sealed bulkhead counters over – one of them will show an open symbol, and is now treated as an empty square (the other two remain in place). Place the spare stairwell tile adjacent to the newly opened bulkhead so that it extends from that square.
The game ends if all of the Space Marines have been taken out of action, all the Space Marines on the board are on the new stairwell tile, or the infestation deck runs out.
If, at the end of the game, all four Space Marines are on the new stairway tile, the team wins a major victory. If only three Space Marines are on the new stairway tile, the team wins a minor victory. If only two Space Marines are on the new stairwell tile, the team earns a draw. Any other result is a loss for the team.
Special Card (Frag Grenade example)
FRAG GRENADE
The Space Marine fires a frag grenade at the enemy, which explodes with a loud bang and a cloud of smoke and fire. Nearby Tyranids are flung through the air by the blast.
Use this at any time during this Space Marine's turn. Pick a Tyranid within 4 squares of this Space Marine and in a straight line from him. Roll a dice as if you were attacking that Tyranid, and then roll a dice for each Tyranid that is in a square adjacent to that Tyranid, as if you were also attacking them (no bonuses or re-rolls can be applied to these dice). For each successful attack, that Tyranid is destroyed.
(Typographical note: the printed card reads "for ach Tyranid"; "each" is given here.)
Infestation Card (Tyranid Infestation example)
TYRANID INFESTATION
Brood upon brood of deadly Tyranid organisms infest the corridors and gantries. Goaded forward by their synaptic leader-beast, they sweep through the space hulk in search of prey.
Place a Tyranid creature counter on xenos entry square 1.
Setting Up the Game
Now that you have familiarised yourself with the components, it is time to prepare for your first adventure. These pages will explain how to get started. This is very quick, and soon you'll be ready to descend into the space hulk. We recommend that you start with Level 1: Enter the Space Hulk. Details for playing Levels 2 and 3 can be found later in these rules.
Level 1: Enter the Space Hulk
If you haven't done so already, remove the space hulk boarding vessel tiles and all the counters from the included punch board. To start your adventure on Level 1, follow these six steps:
Step 1 – Set Up the Space Hulk
Choose one of the three space hulk boards and place it in the middle of the play area. The team should then decide to place the board face-up or face-down.
Now the team chooses one of the four Space Marine entry/exit points on the board. These are the squares on the edge of the board that are not walls. Place one of the boarding vessel tiles adjacent to the chosen square.
Randomly place the three bulkhead counters, closed side facing up, on the other three entry/exit squares. It is important to do this without looking at which of the three counters has the open side on its reverse.
Finally, place the objective counter, console side facing up, on the objective square. This square is marked with a Tyranid symbol.
Step 2 – Deploy Space Marines
The team should choose the four Space Marines they want to use for the game. These should be shared out amongst the players so that each miniature is controlled by a player. The fifth Space Marine is not used in this adventure.
Each player takes the matching datacard and coloured game dice for their Space Marine and places them on the table in front of them. The wounded side of the Space Marine datacards should be face-down.
The Space Marine miniatures are then placed on the four squares of the boarding vessel tile in any order the team chooses.
Step 3 – Infest the Space Hulk
Place a Termagant creature counter on each of the six numbered xenos entry squares on the space hulk board. These squares represent locations where Tyranids can ingress the space hulk's corridors to stop the Space Marines.
Place the remaining Termagant creature counters, along with the Genestealer creature counters, in the reinforcements bag. This should be kept within easy reach of all players. Place the Tyranid datacards for each type of Tyranid that will feature in this adventure next to the board.
The Lictor creature counters are not used on Level 1, so should be set aside for now.
Step 4 – Prepare the Infestation Deck
If this is your first time playing Level 1, then you should now open the cards labelled 'Level 1'. First, remove and set aside the mission briefing card. Then shuffle the rest of the deck and place it face-down next to the board.
If you have already played through this level, then gather all of the Level 1 cards into a single deck.
In either case, place these cards near the space hulk board with the Level 1 mission briefing card on top.
Step 5 – Prepare for Battle
The activation cards will be used to determine the order that the Space Marines and Tyranids have turns.
Construct the activation deck by taking the two corresponding activation cards for each of the Space Marines on this adventure and four of the Tyranid activation cards. Shuffle these all together and place the activation deck face-down next to the space hulk board. Set aside any unused cards; they won't be used for the rest of this level.
Now, shuffle together all of the special cards before randomly selecting two cards per Space Marine. The team look through all the cards selected, and must choose one card for each Space Marine to have on their adventure. Place the chosen card next to each Space Marine's datacard. The remaining special cards are not used for the rest of this level and should be set aside.
Step 6 – Begin the Adventure
When you are ready, one player reads the Level 1 mission briefing card aloud and follows all of its instructions. The mission briefing tells you how to successfully complete the level and win the game. It also tells you how you can lose.
You are now ready to play Level 1.
Level 2: The Elite Hunters
To start your adventure on Level 2, simply follow these six steps:
Step 1 – Set Up the Space Hulk
Set up the space hulk as you did for Level 1.
Step 2 – Deploy Space Marines
Deploy Space Marines as you did for Level 1.
Step 3 – Infest the Space Hulk
One of the players rolls a dice and places a Lictor counter on the xenos entry square whose number corresponds to the result. Then they place a Termagant creature counter on the remaining five xenos entry squares.
Place all of the remaining creature counters, including the Lictors that weren't used in the first mission, in the reinforcements bag, and place the relevant datacard for each type of Tyranid featured in this adventure next to the board.
Step 4 – Prepare the Infestation Deck
If this is your first time playing Level 2, then you should now open the cards labelled 'Level 2'. Remove the mission briefing card, shuffle the rest of the deck and place it face-down next to the board.
Step 5 – Prepare for Battle
Construct the activation deck and choose special cards as you did for Level 1.
Step 6 – Begin the Adventure
When you are ready, one player reads the Level 2 mission briefing card aloud and follows all its instructions. The mission briefing tells you how to successfully complete the level and win the game. It also tells you how you can lose. The game then proceeds as it did for Level 1.
Level 3: Lair of the Tyranid Prime
To start your adventure on Level 3, simply follow these six steps:
Step 1 – Set Up the Space Hulk
Set up the space hulk as you did for Level 1. However, this time place the objective counter on the objective square with its Tyranid Prime side face-up.
Step 2 – Deploy Space Marines
Deploy Space Marines as you did for Level 1.
Step 3 – Infest the Space Hulk
Place all of the creature counters in the reinforcements bag. One player then draws six creature counters from the bag and places them on each of the six numbered xenos entry squares of the space hulk board. Then place all the Tyranid datacards, including the Tyranid Prime, next to the board.
Step 4 – Prepare the Infestation Deck
If this is your first time playing Level 3, then you should now open the cards labelled 'Level 3'. Remove the mission briefing card, shuffle the rest of the deck and place it face-down next to the board.
Step 5 – Prepare for Battle
Construct the activation deck and choose special cards as you did for Level 1.
Step 6 – Begin the Adventure
When you are ready, one player reads the Level 3 mission briefing card aloud and follows all its instructions. The mission briefing tells you how to successfully complete the level and win the game. It also tells you how you can lose. The game then proceeds as it did for Level 1.
Space Marine Roster
- Sergeant Maximus of the Ultramarines is an expert tactician and leader.
- Brother Adrix of the Salamanders wields his bolt rifle with amazing skill.
- Brother Raphael is a noble Blood Angel who wields a roaring chainsword.
- Brother Lukas of the Space Wolves carries a bolt rifle and grenades into battle.
- Brother Vorne is a taciturn Iron Hands warrior equipped with a powerful heavy bolter.
How to Play
Now that you have prepared the space hulk and deployed your Space Marines, it is time for the adventure to begin. These pages explain how to play. These rules are very simple to use, and you'll be exploring the space hulk and defending yourself from its alien inhabitants in no time.
Game Sequence
Tyranid Attack! is played in a series of consecutive rounds. At the start of each round, shuffle the activation deck and place it face-down beside the board. To begin a round, turn over the top card of the activation deck:
- If the card shows a Space Marine symbol, the corresponding Space Marine with that symbol on their datacard gets a turn to perform actions (see below). If that Space Marine is no longer present, nothing happens.
- If the card shows a Tyranid symbol, turn over the top card of the infestation deck and resolve its effect (see page 8).
In either case, the revealed activation card is then placed in a face-up pile next to the activation deck. Once you have resolved the effects of one activation card, turn over the next card in the activation deck and resolve its effect as above.
If there are no more cards in the activation deck, a new round begins. Shuffle the face-up pile of activation cards and place it face-down, as a new activation deck, next to the board.
Space Marine Actions
When it is a Space Marine's turn, they can perform a number of actions. The number of actions they can perform is determined by the Actions characteristic on their datacard – when Sergeant Maximus has a turn he can perform four actions, when Brother Vorne has a turn he can perform three actions, and so on. Some cards or abilities allow Space Marines to perform one or more 'free' actions. Such actions do not count against the number of actions that Space Marine can normally perform – Raphael could perform a free action and still perform his normal four actions that turn, for example.
A Space Marine can perform several different actions – the two most common ones are Move and Attack. Other actions will be explained on cards as you play through the game.
Move
Move your Space Marine one square on the board. He cannot move diagonally, through closed bulkheads or through Tyranids. He can move through other Space Marines, but cannot end his move in the same square as another Space Marine, so must perform two or more consecutive move actions to do so. If he does not have enough remaining actions to move past another Space Marine, he cannot make that move.
Move Example: Sergeant Maximus is performing a Move action. He cannot move through a square occupied by the Tyranid creature (A), nor can he move diagonally or through the wall to the square labelled (B). He can move through the Space Marine next to him, but only if he uses two actions to reach the empty square beyond (C). Alternatively, he can use one action to move into the empty square labelled (D).
Attack
Your Space Marine attacks a Tyranid creature. To do so, you must first be able to see the target. You can see the target if you can draw a straight line (including diagonals) from the square your Space Marine is in to the square the Tyranid is in. This line can cross over other Space Marines (they kneel or otherwise make room) but cannot pass through a wall, a sealed bulkhead or a Tyranid.
Secondly, your weapon must be in range. A Space Marine's range is shown as the Range characteristic on their datacard. If the number of squares between you and the target is less than or equal to this number, you are in range.
If you can see the target and it is in range, roll a dice. If the result on the dice equals or beats the Resilience of the target Tyranid, the attack is successful, and the Tyranid is destroyed – a Tyranid's resilience can be found on their datacard and is also shown on their creature counter. When a Tyranid is destroyed, place its counter back in the bag. Otherwise, the attack fails and nothing happens.
Attack Example: Sergeant Maximus has line of sight to the Tyranid creature labelled (A), as his fellow Space Marine does not block his view. He also has line of sight to Tyranid creatures (B) and (C). He does not have line of sight to Tyranid creature (D), as a wall obstructs his view.
Attack Example (Brother Raphael): It is Brother Raphael's turn. He performs three Move actions and then an Attack action. He cannot target Tyranid (A), as it is out of sight, or Tyranid (B) which is out of range. He targets Tyranid (C), a Termagant with a resilience of 3. A 5 is rolled for the attack so the Tyranid creature is destroyed.
Hints and Tips
- Wargear Abilities: Each Space Marine has a unique ability granted to them by their wargear. These are listed on their datacard. Don't forget them during the game – they will prove very helpful to you in your adventure.
- Out of Actions: Sometimes you will find that a Space Marine cannot perform an action, either because he cannot see any Tyranids, they are all out of range, or he is blocked from making any moves. In such cases, your turn is over.
- Turn to Face Me: It doesn't matter which way your Space Marine is facing during the game, but you may find it more fun to have them facing the direction they are moving and attacking.
- No Space Marines to Command: If a player's last Space Marine is taken out of action they can still help to advise the other players as they bravely fight on – remember that everyone wins if the mission is completed. We also suggest that players whose Space Marines have all been taken out of action are then placed in charge of turning over cards and placing any further Tyranid reinforcements.
Special Cards
Each Space Marine starts a level with a special card, which will say when it can be used. It does not cost any actions to use a special card. When the card's effects have been resolved, it is discarded and placed back in the box. It cannot be used again during this adventure.
The Infestation Deck
When you reveal an infestation card you should resolve its effect, as described on the card. Most of these are straightforward, but there are some additional rules for placing Tyranid reinforcements, as noted below.
Tyranid Reinforcements
When a card instructs you to place one or more Tyranid creatures on the board, one of the players must first reach into the reinforcements bag and randomly select a creature counter for each square indicated on the card.
- If the square is empty, place the creature counter on it.
- If the square is already occupied by a Tyranid (including the Tyranid Prime), further Tyranid reinforcements appear – place one creature counter on each square adjacent to that occupied square. If some or all of the adjacent squares are also already occupied by a Tyranid, place a creature counter in the next empty adjacent square along the line in that direction instead, as shown in the example opposite. Do not place a creature counter if you reach a wall.
- If you have to place a creature counter in a square occupied by a Space Marine, no creature counter is placed. Instead, the Tyranid creature attacks the Space Marine, wounding him. The first time a Space Marine is wounded, flip its datacard over to show the wounded side. The second time a Space Marine is wounded, it is taken out of action – remove it from the board and return its special card(s) to the box.
- If you have to place a creature counter but the reinforcements bag is empty, nothing happens. No creature counter is placed and the Space Marines receive a brief reprieve.
Note that you can place creature counters on the control console square, and on the boarding vessel tiles. Counters cannot be placed on top of closed bulkheads.
Tyranid Reinforcements Example: An infestation card is revealed instructing players to place a Tyranid creature on xenos entry squares 1 and 3. Xenos entry square 1 is empty, so a creature counter is placed on the square. There is already a creature counter on xenos entry square 3, however. As such, random creature counters should be placed in each adjacent square (not including diagonals) – i.e. (A), (B) and (C). There is another creature already in square (C), though, so the new counter is placed in the next free square along this line: (D). Additionally, a Space Marine is standing in square (A) – no creature counter is placed there and that Space Marine is wounded.
Advanced Rules
If you desire a harder challenge, open the card deck labelled 'Advanced'. This contains a few different kinds of cards, which can be used when playing a single level or a campaign:
- Advanced Infestation Cards: There are two cards for each level of the space hulk. These cards can be added to the infestation deck to increase the difficulty of the game. It is up to the team to decide which to include before you create the infestation deck before starting the game. Advanced infestation cards are marked with a skull icon.
- Challenge Cards: These describe extra mission objectives that the team must complete in order to proceed through to the next levels of the space hulk. They provide an extra twist and add an extra level of difficulty. If you want to use these cards you can either choose one as a team before the game begins, or you can shuffle them together and randomly pick one.
True veterans of Space Marine Adventures may want to use several challenge cards during their game, and all six when playing a campaign (see page 12)! Place any challenge cards being used next to the mission briefing card for the current level so the extra rules for them are clearly visible to all players.
- Extra Tyranid Activation Cards: These are used if you are using certain challenge cards, and are added to the activation deck during the game when used.
Challenge Card Example: Adrenal Glands
ADRENAL GLANDS (Level 3)
Biostimulants course through the body of the Tyranid Prime, combining with goading synaptic impulses of the hive mind itself to lend them an unholy resilience.
If you are using this challenge, the Tyranid Prime is not actually destroyed until you would have to place a fourth damage counter next to him.
Playing an Epic Campaign
Once you have played all three levels of Tyranid Attack! individually you can attempt to play the three back-to-back in a campaign. Doing so is the true test of your ability to work together as a team to complete your mission.
Playing a campaign is very easy. Start by playing Level 1 as normal, but this time use the Level 1 mission briefing card labelled 'Campaign Level 1'. For Levels 2 and 3, follow the instructions below.
Setting Up Level 2
Upon successfully completing Level 1, leave the space hulk board for Level 1 and all counters and miniatures in place.
The Space Hulk
The team chooses one of the two remaining space hulk boards to be Level 2 of the space hulk, and places it face-up or face-down. The team then chooses one of the four Space Marine entry/exit points on that space hulk board and places the board so that the chosen Space Marine entry/exit point is adjacent to the boarding vessel on the Level 1 board on which the surviving Space Marines are standing.
Next, remove all bulkhead counters from the Level 1 space hulk and flip them over so that they all have the sealed side face-up. Shuffle them and place them on the other three Space Marine entry/exit squares on the Level 2 space hulk. Then, take the objective counter from the Level 1 space hulk and place it with the console side face-up on the objective square of the Level 2 space hulk.
Place all Level 1 infestation cards back in the box and remove all the Tyranid creature counters from the Level 1 space hulk board. Remove the Level 1 space hulk board and the entry boarding vessel tile. Leave the exit boarding vessel tile in place, with the surviving Space Marines still on it.
Space Marines
Instead of deploying the Space Marines as normal, players continue to use the survivors from Level 1. All wounded Space Marines remain wounded (with the wounded side of their datacard face-up), and any unused special cards remain next to that Space Marine's datacard for future use.
If any Space Marines were taken out of action in Level 1, the team can call for reinforcements. If they do, take the unused Space Marine from the box along with its datacard and dice. One of the players takes control of this miniature and places it on the boarding vessel tile next to the other Space Marines.
Final Steps
Follow instructions 3-6 from the Level 2 section on page 10, except that in stage 6, you should use the 'Campaign Level 2' mission briefing card. Note that in stage 5, each Space Marine receives a new special card, even if they already have one or more next to their datacard.
Setting Up Level 3
Upon successfully completing Level 2, leave the space hulk board for Level 2 and all counters and miniatures in place.
The Space Hulk
The team takes the one remaining space hulk board to be the Level 3 space hulk, and places it face-up or face-down. The team then chooses one of the four Space Marine entry/exit points on that space hulk board and places the board so that the chosen Space Marine entry/exit point is adjacent to the boarding vessel on the Level 2 board on which the surviving Space Marines are standing.
Next, remove all bulkhead counters from the Level 2 space hulk and flip them over so that they all have the sealed side face-up. Shuffle them and place them on the other three Space Marine entry/exit squares on the Level 3 space hulk. Then, take the objective counter from the Level 2 space hulk and place it with the Tyranid Prime side face-up on the objective square of the Level 3 space hulk.
Place all Level 2 infestation cards back in the box and remove all the Tyranid creature counters from the Level 2 space hulk board. Remove the Level 2 space hulk board and the entry boarding vessel tile. Leave the exit boarding vessel tile in place, with the surviving Space Marines still on it.
Space Marines
Instead of deploying the Space Marines as normal, players continue to use the survivors from Level 2. All wounded Space Marines remain wounded (with the wounded side of their datacard face-up), and any unused special cards remain next to that Space Marine's datacard for future use.
If any Space Marines were taken out of action in Level 2, the team can call for reinforcements, but only if they did not do so at the end of Level 1. If they do, take the unused Space Marine from the box along with its datacard and dice. One of the players takes control of this miniature and places it on the boarding vessel tile next to the other Space Marines.
Final Steps
Follow instructions 3-6 from the Level 3 section of page 10, except that in stage 6, you should use the 'Campaign Level 3' mission briefing card. Note that in stage 5, each Space Marine receives a new special card, even if they already have one or more next to their datacard.
Victory
If you defeat the Tyranid Prime, you win an epic victory. The names of your Space Marines shall live on in their Chapters' histories as true warriors and heroes of the Imperium.
Rules Reference
Here you will find a quick summary of how to play Tyranid Attack!. We suggest that after you have read through this booklet you keep this close to hand for quick reference during play.
Playing a Round
Shuffle the activation deck and place it face-down beside the board.
- Turn over the top card of the activation deck.
- If the card shows a Chapter symbol, the corresponding Space Marine can perform actions.
- If the card shows a Tyranid symbol, turn over and resolve the top card of the infestation deck.
- Place the activation card in a face-up pile next to the board.
Repeat steps 1-2 until there are no more cards in the activation deck, at which point the round ends and a new one begins.
Space Marine Actions
When a Chapter symbol is revealed, the corresponding Space Marine can perform actions. The number they can perform is determined by the Actions characteristic on their datacard.
- Move: Move your Space Marine one square on the board as one action.
- Attack: Your Space Marine can attack a Tyranid as one action. If you can see the target and it is in range, roll a dice. If the result equals or beats the resilience of the target Tyranid, the attack is successful – the Tyranid is destroyed and its counter is placed back in the reinforcements bag. Otherwise, the attack fails and nothing happens.
- Using Special Cards: You can play a special card your Space Marine has next to his datacard. The card will say when it can be used. When the card's effects have been resolved, the card is placed back in the box.
Space Marine Wounds
During the course of a game, Space Marines can be wounded. The first time a Space Marine is wounded, flip his datacard over to show the wounded side. The second time a Space Marine is wounded, he is taken out of action – remove him from the board and return his special card(s) to the box.
The Infestation Deck
Each time you turn over a card from the infestation deck, you must immediately resolve its effects before continuing with the round.
Tyranid Reinforcements
- When a space hulk card instructs you to place Tyranid creatures on the board, one of the players must reach into the bag and randomly choose a creature counter, before placing it on the square instructed by the card.
- If you cannot place a Tyranid on a square because a Tyranid is already occupying that square, place extra Tyranid counters onto each adjacent square (excluding diagonal squares). If another Tyranid is already occupying one of these squares, place the new Tyranid into the next available square along the line in that direction (do not place a Tyranid if you reach a wall).
- If you cannot place a Tyranid on a square because a Space Marine is occupying that square, no Tyranid is placed but that Space Marine is wounded.
- If you cannot place a Tyranid counter on a square because the reinforcements bag is empty, nothing happens and the round continues.