Space Hulk 3rd Edition Rulebook

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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 andent 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 superhuman Space Marine Terminators, while the other contrais a force of the alien Genestealers. These two sides battle against each other within the labyrinthine corridors and raoms of a gigantic derelict starship. Each side has its own goals and objectives, and is determined to achieve these while crushing the opposition. The Imperial Space Marines are the most powerful warriors of Mankind, defenders of humanity and guardians of the Imperium. Ali of the Space Marines in the Space Hulk game wear thick Terminator armou r and are equipped with awesome firepower. Only Space Marines are brave and determined enough to enter the horror-infested space hulk and face the dreaded Genestealer menace that lurks within. Opposing the Space Marines are the insidious, repulsive and horrific Genestealers. These alien creatures come from deepest space with one purpose: to destroy. They are savage, six-limbed beasts with fangs and claws that can rip through the thickest armour with ease. Incredibly strong and lightning fast, supremely adapted for killing, Genestealers are virtually unstoppable. Space Hulk is a stand-alone board game based on the deadly battles fought between the Imperial Space Marines and the alien Genestealers. Everything you need to play the game is in this box. The game is easy to learn but hard to master, and makes for fast and furious action as you play through the many different missions that are available. Each mission is different from the rest and each presents its own unique challenge. It's a bit like getting twelve different games ali in one box.

Transcript of Space Hulk 3rd Edition Rulebook

Page 1: Space Hulk 3rd Edition Rulebook

SPACE HULKSpace Hulk is a game of desperate conflict between the Imperial Space Marines and the fearsome alienGenestealers. The action takes place on an andent interstellar vessel known as a space hulk. Only one sidewill survive this deadly conflict and emerge victorious.

In Space Hulk, one player commands a force ofsuperhuman Space Marine Terminators, while theother contrais a force of the alien Genestealers.These two sides battle against each other within thelabyrinthine corridors and raoms of a gigantic derelictstarship. Each side has its own goals and objectives,and is determined to achieve these while crushingthe opposition.

The Imperial Space Marines are the most powerfulwarriors of Mankind, defenders of humanity andguardians of the Imperium. Ali of the Space Marines inthe Space Hulk game wear thick Terminator armou r andare equipped with awesome firepower. Only SpaceMarines are brave and determined enough to enter thehorror-infested space hulk and face the dreadedGenestealer menace that lurks within.

Opposing the Space Marines are the insidious, repulsiveand horrific Genestealers. These alien creatures come fromdeepest space with one purpose: to destroy. They aresavage, six-limbed beasts with fangs and claws that can ripthrough the thickest armour with ease. Incredibly strongand lightning fast, supremely adapted for killing,Genestealers are virtually unstoppable.

Space Hulk is a stand-alone board game based on thedeadly battles fought between the Imperial Space Marinesand the alien Genestealers. Everything you need to playthe game is in this box. The game is easy to learn buthard to master, and makes for fast and furious action asyou play through the many different missions that areavailable. Each mission is different from the rest and eachpresents its own unique challenge. It's a bit like gettingtwelve different games ali in one box.

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--- '- A Space 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 explainswhat each side must do to win. how the board is set up, where the starting models will be deployed. and ifany special !ules apply to the mission.

The game progresses with each player taking turns tomove and fight with the forces under their control.The Space Manne player has a limited amount of time tocomplete his turn and must make his moves as quickly aspossible to avoid running out of time. The lightning fastreactions of the Genestealers mean that the Genestealerplayer may take as long to complete his turn as he wants.

The Space Marine forces are represented by the redplastic Space Marine models, while the Genestealer playeruses the blue plastic Genestealer models and the card blipcounters. The blip counters represent 'contacts' on theSpace Marine scanners that indicate hostile Genestealersare in the area. Exadly how many Genestealers will notbe known until the blip is revealed.

The blip counters appear first on the areas of the boardindicated as being Genestealer entry areas. These areas arethe only places where the Genestealer player can bringblips on to the board. The Space Marine player doesn'thave to worry about reinforcements as he doesn't get any!

The Genestealer player moves the blips swiftly towardsthe Space Marines, keeping them face down to concealtheir true strength from the Space Marines until the verylast minute! A blip is only revealed when a Terminator cansee it, at which point the counter is replaced with theappropriate number of Genestealer models.

The Space Marines play a tactical game of moving andshooting, trying to avoid close combat where possible -even their mighty Terminator suits are no match for therazor-sharp claws and fangs of a Genestealer. At longrange, on the other hand, the Genestealers are vulnerableto the hail of fire laid down by the Space Marines'powerful storm bolters. Meanwhile the Genestealer playerwill be using his superior numbers and speed to reach theSpace Marines and tear them apart with fang and claw.

The game finishes when one side or the other achievestheir mission objedive. Space Hulk plays very quickly, soyou may then want to swap sides to see if you can dobetter thanyour opponent when the tables are turned.

BOOKSThe Space Hulk RulebookThe Space Hulk Mission Book

COUNTERS22 Blips:

• 9 x 'one Genestealer'• 4 x 'two Genestealers'• 9 x 'three Genestealers'

21 x Genestealer Entry Area10 x Overwatch/Jam10 x Guard6 x Command Point

12 x Ladder Up/Down6 x Flamer Marker5 x Powerfield Generator

10 x Space Marine Controlled Area1 x Force Barrier1 x Assault Cannon Ammunition1 x Psi Points

BOX CONTENTSMODELS12 Space Marine Terminators:

• Sergeant with power sword• Sergeant

with thunder hammer• 6 Space Marines

with storm bolters• Space Marine

with heavy flamer• Space Marine

with assault cannon• Space Marine

with lightning claws• Librarian with force axe

22 Genestealers1 Broodlord1 Dead Space Marine1 Artefact1 CAT.

BOARD SECTIONS24 Corridors10 Rooms8 Crossroads8 T-Junctions6 Corner Sections4 Dead Ends4 End Pieces1 Offset Crossroad2 Disposal Chutes

DOORS20 Doors20 Plastic Stands

OTHER5 Dice1 Mission Status Display1 Timer

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RoomsWhen approaching a room, a Space Marine can alwayssee a target in a direct line, as shown in the diagrambelow. However, squares in the corner and the sidescannot be seen until the Space Marine is in the doorway.

The Space Marine at the entrance ot the roam can see both

Genestea/ers. The Space Marine in the corridor cannot see either

ot them. as he can on/y see the squares direct/y in front of him.

RangeSometimes shooting has a limited range. To see if thetarget is within range, count the number of squaresbetween the Space Marine and the target, including thetarget's square but not the Space Marine's.

Destroying The TargetWhen a Space Marine carries out a shoot action, one armore dice will be rolled, and if they roll high enough thetarget will be destroyed. For example, a Space Marinefiring a storm bolter rolls two dice and will destroy thetarget if either dice rolls a 6.

Space Marines can carry a variety of ranged weapons,including starm bolters, assault cannons and heavyflamers. The rules for these weapons and the rolls theyrequire to destroy the target can be found in the Wargearsection of the rulebook (see pages 19-21)

OVERWATCH ACTIONSA Space Marine armed with a storm bolter ar assaultcannon can spend 2 APs to set himself in overwatch,which will last until the end of the turno A Space Marinewith a heavy flamer may not be placed in overwatch.

When in overwatch the Space Marine is standing ready tofire and this allows him to shoot during the Genestealers'turno Place an overwatch marker next to the SpaceMarine to show that he is in overwatch.

The Space Marine p/ayer spends 2 action points to put the Space

Marine into averwatch. He p/aces an overwatch counter beside

the mode/ to show that it is in overwatch.

If a Space Marine is attacked in dose assault or performsany action (other than clearinq ajam) he immediatelyloses his overwatch status. Overwatch markers areremoved during the Mission Status phase if they were notlost earlier. Note that a Space Marine armed with a stormbolter may jam it if he rolls a 'double' on the dice (seethe storm bolter entry in the Wargear section later on).

Shooting in OverwatchWhen in overwatch, a Space Marine armed with a.storrnbolter or assault cannon can perform shoot actions in theGenestealer turn without expending any action points,He must take one shoot action each time a Genestealerperforms an actian within his line of sight and within a ~.range of 12 squares. The overwatch fire is resolved after" 1-7the Genestealer has performed its actian, 50 if this action ---itakes the Genestealer out of the Space Marine's range ar Iline of sight then there is no shooting.

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Overlapping OverwatchIt can happen that a Genestealer performs an action inthe fire arc of more fhan one Space Marine on overwatch.IfJhis hãppens ali of the Space Marines must take theirshot at the Genestealer, and you must roll for them ali,even if the <3enestealer has been killed by an overwatchhot from another Space Marine!

The Genestealer moves forwaliS.ane square, turning 90 degreesto the left as part of the same action. This triggers overwatch firefrom both of the Space Marines, who must now shoot.

In the Genestealer Action phase the first Genestealer takes anaction to move one square towards the Space Marine (1). TheSpace Marine fires and misses. The Genestealer spends anotheraction point to move a second square (2), and the Space Marinefires again. This time he kills the Genestealer. The secondGenestealer moves diagonally forward into the side corridor (3).The Space Marine cannot see into this square and may nottherefore take an overwatch shot.

CLOSE ASSAULT ACTIONSCarrying no ranged weapons, the Genestealers must rely ontheir claws to destroy the Space Marines, and a desperateSpace Marine may try to batter a Genestealer with hispower fist. They do this by taking a close assault action.

Taking a Close Assault ActionA model can take a close assault action to attack a targetin the square directly in front of them. It costs 1 AP totake a close assault action once the model is in position.

Resolving Close AssaultsIn a dose assault both players roll a number of dice, andthen compare their scores. Genestealers roll three dice ina close assault. and Space Marines roll just one. Comparethe single highest dice roll for each side, and whoeverhas rolled higher has won the dose assault. If the scoresare tied then neither side has won, and no damage isdane to either participant.

Space Marine Sergeant BonusSpace Marine Sergeants are highly experienced combatveterans. To represent this, add + 1 to their dice score in aclose assault against an enemy to the front.

A model can only attack the square direct/y in front of it. /nthis example, the Genestea/er cou/d only attack a model in thesquare marked with a .t. It could not attack a target in thesquares marked X.

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Effects of Close AssaultIf the attacker wins the close assault. the defender iskilled and removed. If the defender wins and is facing theattacker then the attacker is killed and removed. If thedefender wins or ties and is not facing the attacker (oftenthe case against those tricky Genestealers), the defendermay be turned in place to face the attacker.

The Genesteafer spends an action point to cfose assauft the 5pace

Marine. The Genestealer player rolls three dice for the GenesteaJer,

and uses the singfe dice with the highest roll. He scores 2, 4 and 5,

50 his score is 5.

The 5pace Marine rolls a singfe dice and scores 4. The Genesteafer

wins the combet. and the Space Marine is killed

The Genestealer moves forward one square for 1 AP, and then

attacks the 5pace Marine from the side for a second AP

If the Space Marine wins he will not kill the Genesteafer,

but may tum to face it.

Close Assaulting a DoorA model may close assault a door just like attacking amodel. For obvious reasons the door does not roll anydice! The attacker must score a 6 on at least one of theirdice to destroy the door.

GUARD ACTIONSA Space Marine can spend 2 APs to set himself on guardoWhen on guard, the Space Marine is standing ready tofight in close combat, which can give him a vitaladvantage if he is assaulted by a Genestealer. Place aguard counter next to the Space Marine to show that heis on guardo If he carries out any other adion he loses theguard counter. A Space Marine can either be on guard oron overwatch, not both at the same time.

A Space Marine that is on guard may roll his dice again ina close assault. The Space Marine may choose to re-rollhis own dice after he has seen the Genestealer's dice roll.

Only one dice may be re-rolled, and the result of thesecond roll must be used even if worse than the first.

A Space Marine remains on guard until the end of theturn, even if he is attacked by a Genestealer. The counteris removed at the end of the turn during the MissionStatus phase.

The Genesteafer spends an action point to cfose assauft the 5pace

Marine. He scores 2, 4 and 5, so his score is 5.

The 5pace Marine rofls a 4, but as he is on guard he can re-rolf the

dice. He does so, scoring a 6 and winning the combat. The

Genesteafer is kilfed and the Space Marine remains on guardo

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no part in the game. To ente r play, the blip simply movesonto the first square of the board next to the entry point,expending the normal 1 AP cost for moving one square.From this point on they are part of play and move andfight as described below.

REINFORCEMENT PHASE~ 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 manyGenestealers they represento

At the start of the game, shuffle the blip counters andplace them ali face down in a stack. The Genestealerplayer may not examine the blips in the stack, but is freeto look at the values of any blips picked up ar on theboard at any time. The Space Marine player may not lookat the value of blips until they are revealed.

Starting and reinforcement blips are taken from the stackat the appropriate time (starting blips when setting up,and reinforcement blips in the Reinforcement phase),

After the requisite number have been taken they areexamined by the Genestealer player, and then placed byhim at any of the Genestealer entry areas shown on themap for the mission. When no blips are left in the stack,take the used ones, shuffle them, and make a new stackof face-down blip counters. Blips are drawn from the topof the new stack as normal.

PLACING BLIPSBlips must first be placed face down off the boardoutside an entry point (the Genestealer player may lookat the value of the blip before placing it). While there,they are not considered to be on the board and 50 take

The Genestealer player takes twa reinfarcement blips and placesthem beside twa af his entry areas. The blip by the bottom entryarea will be forced to /urk for a turn, as there is a Space Marinewithin six spaces af the entry square.

lurkingBlips do not have to immediately enter play. They can insteadlurk at an entry area, usual1yto wait for more numbers toarrive. Simply leave the blip off the board next to the entryarea. Up to three blips can lurk at each entry area.

If a Space Marine is six or fewer squares away from anentry point square at the start of the Genestealer phase,then any reinforcement blips placed there must lurk forthe rest of the turno They are free to enter the board onthe following turn if the Genest'ealer player chooses.

BLIP MOVEMENTBlips receive 6 APs per turno Blips have no facing andtherefore can move one square in any direction for 1 AP.Opening/closing doors (for the usual 1 AP) and movingare the only actions blips can perform - they cannotattack ar perform any other action.

Blips cannot move into a Space Marine's line of sight Ifthis happens accidentally then the blip is returned to thelast square in which it was out of line of sight and it maynot do anything for the remainder of the current turnoBlips cannot move next to a Space Marine, even if theSpace Marine is facing another direction and has no line .of sight to the blip.

CONVERTING BLIPSBlips can be converted in two ways: voluntarily andinvoluntarily. In either case the blip is flipped over toshow how many Genestealer models need to be placed,and is then placed face up beside the board.

Voluntary ConversionThe Genestealer player can convert a blip counter intoGenestealers by revealing it during his Action phase. Hereveals the blip instead of activating it; if the blip hasdone anything that Action phase then it may not berevealed. The Genestealer player may choose to reveal ablip that is off the board by an entry area .

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Neither Space Marine can see the blips, and 50 the Genestealer

player may voluntarily convert them in his Action phase.

Involuntary ConversionIf at any time during the turn a Space Marine can draw aline of sight to a blip (see Shoot Actions) then it isautomatically and immediately revealed. Should thishappen during the Genestealer's turn, then the revealedGenestealers may be activated 50 long as the blip has nottaken an action so far this turn.

Remember that a blip cannot move into a Space Marine'sline of sight; howeve r, the Genestealer player can move amodel or open a door that was blocking a Space Marine'sline of sight, allowing the Space Marine to see a blip. Thiswould be involuntary conversion.

The Space Marine opens the door 50 he can see the blip_ The blip

undergoes immediate involuntari/y conversion, before the Space

Marine takes his next ection.

Placing Revealed GenestealersWhen a blip is revealed, one Genestealer is placed on thespace the blip was occupying. Any additionalGenestealers must be placed in an empty square adjacentto the first. If the blip was by an entry area, then themodels are placed by the entry area and may enter playin the same manner as a blip counter.

In the case of voluntary reveals, the Genestealer playerplaces the models, while the Space Marine player gets toplace the models if the blip was involuntarily revealed.Regardless of who placed them the Genestealer playercan choose the facing of any Genestealers when theyare revealed.

In the case of voluntary reveals, the Genestealers may notbe placed in line of sight of a Space Marine. Withinvoluntary reveals they may be and, in this case, placingthe Genestealer counts as performing an action and 50

the Space Marine can fire on overwatch or spendcommand points to perform an action.

If there are not enough empty adjacent spaces anyGenestealers that can't be placed are forfeited - theselost Genestealers are not counted as casualties for thepurposes of mission victory conditions. The same is true ifthere are not enough Genestealer models to place - thenumber of models in the box is a limit to the number ofGenestealers that can be in play at any time.

If the blip has not yet been activated on the turn it isrevealed, any Genestealers placed are free to be activatedas normal. If the blip was activated before it wasrevealed, any Genestealers placed may not be activatedlater in the turno

The blip is revea/ed to show that it represents two Genestealers.

The first is p/aced in the square that the blip has occupied (1). As

this is an invo/untary conversion the second Genestea/er is p/aced

by the Space Marine p/ayer further away down the corridor (2).

The Genestealer p/ayer chooses the facing of both mode/s.

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After the victory conditions have been checked, theSpace Marine player reveals the command point counterto show that he has not expended more than he had forthe turn and then returns it to the container with theother command point counters. Any command points notspent are wasted. Finally players should remove anymarkers for overwatch, jams, flames, etc.

MISSION STATUS PHASElhe Mission Status phase is used to check if either player has won, and to get things ready for the next turnoCounters that have served their purpose are removed, and the board is generally cleared up for the start of anew turno

The players should first check the victory conditions of themission to see if either of them has won. The game ends asnoted in the mission rules, usually when a specific event hashappened or objective has been achieved.

Note that as there are variable victory conditions, it ispossible that a victory condition has been achieved but thegame does not end - the levei of victory may be increasedar reduced. Vou are now ready to start a new turno

LADDERS s, OB)ECTSSome missions will include ladders that lead down to a new levei of the space hulk or objects that can bepicked up and carried. lhe missions that use these rules will say 50 in the special rules section.

LADDERSSome missions are fought on two maps, one above theother, that are connected by ladders. Place ladder up andladder down counters on the appropriate squares oneach board, as shown on the mission map.

The two ladder squares are assumed to be adjacent toeach other, and a model standing on one is allowed toshoot or dose assault a model on the other just as if theywere standing in adjacent squares to each other's front.It costs a Genestealer 1 AP and a Space Marine 2 APs tomove from a ladder square on one board to thecorresponding ladder square on the other.

RolIa dice when a Space Marine enters a square thatcontains a ladder going down (induding when he dírnbs upfrom the levei below). On a roll of 1 the Space Marine fallsdown to the space below. The Space Marine maintains hisfacing, but losesany action points he may have hadremaining at the time that he fell (command points may beused to perform extra actions as normal). Any model in thesquare below is destroyed.

Ladderup

LadderDown

OBJECTSA mission may require that one sidemust carry an object into position, orretrieve it for themselves. This isspecified in the Mission Book.Objects are placed in a square in thesame manner as a rnodel.

Objects may not be attacked, though amodel carrying one may be. An object on its own in a squaredoes not block a line of sight - a Space Marine can shootthrough the square as if the object was not there. If a door isdosed upon an object then move it into a randomly selectedadjacent square.

A model that moves onto a square with an objectautomatically picks it up and may move with it from thenon. A model carrying an object can carry out any actionand is not hindered in any way. It may choose to drop theobject in a square as it moves, leaving the object behindas it moves on. A model will automatically drop an objectif the model is destroyed. Blips may not move into asquare that contains an object.

A model may pass an object to another that is in thesquare to his front. This is an action and costs the modelhanding the object 1 AP; the model receiving the objectdoes not have to use an action or any action points inarder to to receive it.

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2. Storm Bolter withlaser sight

3. Storm Bolter

4. Chainfist

5. Assault Cannon

7. Heavy Flamer

8. Power Sword

10. Storm Shield

9. Lightning Claws

ASSAULT CANNONAssault cannons are heavy weapons that can be used bySpace Marine Terminators. Their rapidly rotatinq, multiplebarrels are capable of unleashing a hail of shells, eachcapable of tearing a Genestealer apart. It costs 1 AP for aSpace Marine to fire an assault cannon. When firing inthis way, there is no maximum range. To resolve theeffects of the shooting roll 3 dice. If any dice score a 5 ar6 the target is destroyed and removed from play.

A Space Marine can combine a move or turn action withfiring an assault cannon, paying the normal 1 ar 2 APsfor the move ar turn, and firing the assault cannon 'forfree'. In addition it can receive a sustained fire bonus inthe same manner as a storm bolter. In the case of theassault cannon the bonus means that it will score hits ona roll of 4, 5 or 6.

Assault Cannon AmmunitionAn assault cannon is loaded with enough ammunition tofire ten times. Assault cannon ammunition is kept track ofon the mission status display. At the start of the gameplace the assault cannon ammunition counter on the 10space on the track. Each time the assault cannon is fired,including when it is fired on overwatch, the Genestealerplayer must move the counter one space down the track.Once ali ten shots have been used the assault cannon mayno longershoot.

Assault Cannons and OverwatchAn assault cannon can be put into overwatch for thesame AP cost as a storm bolter, entitling the assaultcannon to fire at any eligible target as long as it hasammunition remaining. An assault cannon will not jam(they are built for rapid fire).

Reloading the Assault CannonAssault cannon ammunition is held in slide-in magazinesmounted on the rear of the weapon. The Space Marinearmed with the assault cannon carries a spare box ofammunition, and can reload it at a cost of 4 AP. Return theammunition marker to the 10 space on the track, but flip itto the 'reloaded' side. Once these additional ten shots havebeen used, the assault cannon may not be reloaded again.

Assault Cannon MalfunctionAlthough made of a special alloy, an assault cannon'sweapon barrels can reach incredibly high temperatures ifused continuously, and in such circumstances there is achance it will malfunction. If an assault cannon has beenreloaded and ali three dice come up with the samenumber then the assault cannon explodes (the target canstill be destroyed if the dice rolls are high enough). TheSpace Marine firing the assault cannon is killed. In additionthe Space Marine player must roll a dice for each model ordoor on the same board section as the assault cannon; anymodel ar doar is destroyed on a roll of 4 ar more.

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CHAlNFlSTChainfists are used to slice through bulkheads and closeddoorways. A Space Marine armed with a chainfistautomatically destroys a door if they dose assault it. Nodice roll is necessary. Though they do more damage inbattle than a power fist, they are somewhat unwieldy,and therefore are treated as a power fist in a doseassault with a Genestealer.

HEAVY FLAMERA heavy flamer projects a gout of burning promethium thatcan incinerate a swathe of enemies, and coats the room orcorridor with fuel that continues to burn for a short periodafter firing. It costs 2 APs to take a shoot action with aheavy flamer. This cannot be combined with any otheraction. A heavy flamer can target a model or square up to12 spaces away. This may be an empty square.

The Space Marine can see one or more squares in the roam and fireshis heavy flamer into it. The flamer marker is p/aced in the room toshow that it has been set on fire. Each of the Genestea/ers in thesection will be attacked, even though the Space Marine cannot actua//ysee them, and will be killed on a roll of 2 or more.

Area EffectHeavy flamers affect entire map sections (except partsblocked by closed doors; see below). When a flamershoots at a square or model, place a flamer marker in themiddle of the section the target occupies. Then roll a dicefor each model or blip in the section induding the targetmodel; the piece is destroyed on a roll of 2 or higher. Voucan fire more than once at a section if desired.

Persistent EffectOnce placed, the flamer marker remains where it is until it isremoved in the Mission Status phase at the end of the turnoAli squares in a map section that contains a flamer markerare considered blocked for line of sight and movement.Surviving pieces within the section can move, but must roll

to see if they are destroyed each time they enter a newsquare in the section with the flamer marker. Note that it ispossible to trace a line of sight to a target on the edge of aburning section, as long as there are no burning squares inbetween. Also note that the Space Marine player may fire aheavy flamer at an empty section, to block it during theGenestealer turno

Limited ammunitionA heavy flamer only carries sufficient fuel for six shots.This is the number of flamer counters provided. 50 seteach counter aside when it has been used to keep trackof ammunition expenditure.

Flamers and DoorsFlamers cannot destroy or shoot through dosed doors. If asection which takes a flamer hit has any closed doors, thenthe squares beyond the door are unaffected, but the doorcannot be opened until the flamer counter is removed.

LIGHTNING CLAWSLightning claws are bladed gloves surging with lethalenergy. They are usually worn in pairs, and thereforepredude the Space Marine from using a storm bolter. ASpace Marine with lightning claws fighting a close assaultto his front rolls two dice in close assault. and adds a +1modifier to the result of the highest dice. When on guardthe model may re-roll one of the two dice, not both.

POWERSWORDPower swords are rare and extremely effective weapons,awarded to Space Marines that have proven themselvesin battle. When fighting a close assault to his front aSpace Marine armed with a power sword can parry anattack, forcing the opposing player to re-roll his highest-scoring dice. If the Space Marine is on guard then he maydo this before deciding if he will re-roll his own dice.

STORM SHIELDThe storm shield is a defensive energy shield worn on theSpace Marine's left armo A Space Marine carrying a stormshield may block one close assault dice roll made by anopponent to their front, with the result that the opponentrolls one less dice than normal to resolve the assault.

THUNDER HAMMERWhen a thunder hammer strikes a foe it unleashes a blastof energy that can stun even the most powerful opponent.To represent this, a Space Marine armed with a thunderhammer receives a +1 modifier to his dose assault dice rollagainst models to his front. Note that this means that aSpace Marine Sergeant armed with a thunder hammerreceives a +2 modifier against models to his front (+1 forbeing a Sergeant, and +1 for having a thunder hammer).

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LIBRARIANSlhe librarians of a Space Marine Chapter have powerful psychic abilities that they use to bolster their ownfighting skills and influence the battle around them. lhe instructions for a mission will tell you if a Librarianis part of the Space Marine force.

COMBAT VETERANLibrarians are highly experienced combat veterans. Torepresent this they add +1 to the dice in a close assaultin the same manner as a Space Marine Sergeant.

PSI POINTSThe Librarian starts each mission with 20 psi points. Psipoints can be spent to do two things:

• They may be spent to increase the Librarian's diceroll in an assault (see the force axe entry below).

• They may be spent to use a psychic power (seepsychic powers below).

The psi point counter provided with the game is used torecord the number of psi points the Librarian hasremaining. At the start of the game place the counter onthe '20' space on the psi-point track on the missionstatus display. The Genestealer player must move thecounter down the track as the Librarian uses psi-points.Once ali 20 psi points have been used, the Librarian maynot use any of his psychic abilities for the remainder ofthe mission.

fORCE AXlThe Librarian's force axe allows him to channel his psychicenergy into a deadly close combat attack. To representthis, psi points can be used to add a bonus to theLibrarian's dice roll in a close assault to the Librarian'sfront. Each point spent adds +1 to the dice roll. Thepoints are spent after the dice are rolled and any re-rollshave been made.

PSYCHIC POWERSA Librarian can use one psychic power per Space Marineturno This costs the Librarian a number of psi pointsdepending on the power being used. Note that using apsychic power is not an action as such: it does not costthe Librarian any action points, and it may be used at anypoint during the Space Marine turn, including whenanother Space Marine is taking an action. Only onepsychic power may be used per Space Marine turn.

PrescienceUsing his powers of foresight, the Librarian allows theSpace Marines to act with greater coordination andefficiency. Using prescience allows the Space Marine playerto move the command point marker one space back alongthe track. The counter cannot be moved back past the '0'space. This power costs the Librarian 1 psi point.

Force BarrierThe Librarian creates a psychic barrier. Place the forcebarrier counter in an empty square within 12 spaces ofthe Librarian (no line of sight is required). The forcebarrier remains in play for the rest of the turn, and isthen removed in the Mission Status phase. While it is inplay no model may enter or shoot through the square.This power costs the Librarian 2 psi points.

Psychic StormThe Librarian unleashes a psychic attack upon the enemy.The Librarian can target a single Genestealer or blipwithin 6 squares of the Librarian, or a board section thathas at least one square within range. No line of sight isrequired. If the power is targeted on a single Genestealerar blip then it is destroyed on a roll of 2+. If a boardsection is targeted then any Genestealers or blips on theboard section are destroyed on a roll of 4+. Doors andSpace Marines are not affected bya psychic storm. Thispower costs the Librarian 3 psi points.

Page 12: Space Hulk 3rd Edition Rulebook

OODLORDTThe oldest and most polWiE!rlIl:IÍ Gierlestecllersare known as Broodlords. Even more vicious and intelligent thantheir offspring. B foes. The instructions for a mission will tell you if a Broodlord ispart of the Genesteall:!or

REVEALING ~_'",,",' AI •..OROIf a mission speáfies -~=c ~ '. enonce during the rniss e' canchoose to say tha a'"' _ - "ac: theBroodlord. Instead of '" - -~ :::':õ-=s::ea e5. placethe Broodlord mod ~ --~ ~--= :x::.-...~ =_ - e blipcounter. When revea ~~ as aGenestealer with e':

HARD TO IOLIt takes a lot more to .Genestealer. To represe L

kill the Broodlord if fi) , ~

enough to kill the tarqet - -E --: -õ

this means that heavy a.•.....This rule does not apply to assa; L

m.

MIGHTY BLOWThe Broodlord can deliver a 5 9 o. in dosecombat. To represen is, i a dose assault against anenemy to its front, the Broodlord adds together its bestroll and its lowest roll to find his score. For example, theBroodlord rolls a 6, 6, 3. The Broodlord adds together the6 and 3, giving a total of 9. If the Broodlord is everforced to roll less than three dice, then it simply uses thecombined total rolled on the dice.

IMMUNE TO PSYCHIC STORMThe Broodlord has the psychic strength to resist a psychicstorm and is not affected by the power.

DESIGN NOTES

SPACE HULK WAS FIRST PUBLlSHED IN 1989. DESIGNED BV THE ECCENTRIC BUT HIGHLY TALENTED GAMES

DESIGNER RIBHARD HALLlWELL (I"IAL TO HIS FRIE:NDSl, IT QUICKLY ESTABLISHED A REPUTATloN AS A CLASSIC

GAME WITH A LEGIDN DF LOYAL FANS WHO STILL PLAV THE GAME TO THIS DAV. A NUMBER DF SUPPLEMENTS FOR

THE F"IRST EDITION FOLLOWED, AODING RULES FOR LIBRARIANS ANO WEAPONS 5UCH AS THE ASSAULT CANNDN.

FOR THE NEW EDITloN WE: CoNCENTRATE:D oUR CREATIVE ENERGIES oN PRoVIDING THE BEST PLAYING PIECES

WE POSSIBLY COULD. THE RULES ARE MOSTLY UNCHANGEO, WITH THE EXCEPTIDN THAT ALMOST ALL DF THE

AODITIONAL RULES FROM THE SUPPLEMENTS ARE INCLUDE:D IN THE MAIN RULEBOOK. WE'VE ALSO TAKEN THE

OPPORTUNITY TO MAKE A COUPLE DF NEW ADOITIDNS LlKE THE NEW BROOOLDRD ANO THE RULES FOR GOING

'ON GUARD', BOTH DF WHICH WILL GIVE PLAYERS DF EARLIER VERSIONS ar:- THE GAME saMETHING NEW TO TRY.

WHAT HAS CHANGED MOST IS THE qUALITY DF THE GAMING prECES, ESPECIALLY THE MINIATURES, WHrCH

HAVE BENEFITED FRoM T"'E OECADES DF EXPERIENCE oUR MINIATURES DESIGNERS HAVE BUILT UP SINCE THE

FrRST EDITIDN DF THE GAME WAS PUBLISHED. WE FEEL THAT THE RESULT IS THE FINEST VERsrDN DF SPACE

HULK EVER PUBLlSHED ANO A FlTTING TRIBUTE TO HAL'S ORIGINAL DESIGN.

Page 13: Space Hulk 3rd Edition Rulebook

lHE MODELSAli the models consist of several different components that clip together. Select a model you want toassemble and carefully remove ali of the components from the frame. lhe models will better survive thewear and tear of battle if you glue them together using plastic glue, and they will look considerably moreattractive if you paint them using acrylic paints from the Citadel range .

.,..•••..

~

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

Refer to the pictures on the side of thebox ar the back page of the MissionsBook when assembling your models.

FACINGDuring the game the models are placed on the squareson the board to show their location. Each model mustface one side of the square it is occupying - it cannotface diagonally.

The facing of a model is determined by the head of themodel - the direction that the model is looking is thedirection it is facing. If the facing of a model is unclear,simply te" your opponent which way the model is facing.

Correct Facing: The head af the model is pointing towards theside of a square. It is facing in this directian.

Page 14: Space Hulk 3rd Edition Rulebook

REFERENCE SHEETTURN SEQUENCESpace Marine Turn

Command PhaseAction Phase

Genestealer TurnReinforcements PhaseAction Phase

Mission Status Phase

Power CostPrescience 1Force Barrier 2""Ps-y""'ch"-:i-c""'S""'to-r-m--- 3

Effect~~-------~-~Move command point marker back 1 5

Range 12. Barrier blocks square.Range 6. Single target destroyed on 2+.Area target(s) destroyed on 4+.

PSYCHIC POWERS TABLE

Force Axe +1 to dose assault score per psi point.

ACTION POINT TABLESpace Marines: 4 Action PointsGenestealers & Blips: 6 Action Points

Action Space Marine Genestealer BlipMove forwards 1 sguare 1 * 1*~ 1Move backwards 1 square 2* 2** 1Move sideways 1 square 1** 1Turn 90 degrees 1*Turn 180 degrees -~--------:------ ••..•

Fire Storm Bolter or Assault Cannon 1-~-------~---~Set overwatch/guard 2Clear jammed Storm Bolter 1Fire Heavy Flamer -:2::-------------.Close assault 1-:-----Openlclose âoor 1

* The SpaceMarine may fire a storm bolter or assaultcannon as part of the sameaction, at no additional cost in APs.** The Genestealermayturn 90 degreesas part of the sameaction, at no additional cost in APs.

SHOOTING TABLEVVeapon RangeStorm Bolter Unlimited=-~----~-------Heavy Flamer 12Assault Cannon Unlimited** Rangeis 12 squareswhen on overwatch

Dice206106

Kill6+2+

NotesOverwatc ,sustained fire, jam~----Area effect, persistent, 6 shots-,,----.,..,,- ..Overwatch, 10 shots, reload, sustaineâ fire306 5+

CLOSE ASSAULTModel Assault DiceGenestealer 306

Notes

Broodlord 306Space Marine with power fist 106Space Marine with lightning daws 206+ 1------~~~----------~Sergeant with R~0;;.w~er_s_w~o_r_d_~ ~~_~---.:...1O=-=-6+~1 ~p-::;ar:..:..ry~ --'Sergeant with thunder hammer & storm shield 106+2 BlockLioranan with force axe 106+ 1+? Psi Points

Mighty Blow ----....•

Page 15: Space Hulk 3rd Edition Rulebook

OTHER PlAYING PIECESMISSION BOOKSpace Hulk is playeâ by fightingmissions. Before starting, theplayers must choose a mission fromthose included in the separateMission Book. Each mission showshow to set up the game board andwhich models will be used, andhas a set of victory conditions thateach side is trying to achieve inorder to win the game.

lHE GAME BOAROThe corridars, junctions and rooms of the Space Hulk arerepresented by the board sections included with the game.They are designed to 'jig' together to create a map onwhich the mission is played. Each mission has a specificmap that 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 holdone Genestealer ar Space Marine model ar blip counter.Note that although some squares look badly battledamaged this has no effect on play and does not stop amodel moving into the square.

OOORSSpace Hulk includes a number of cardboard doors. Theseare designed to be placed in the special stands includedwith the game, so that they can stand up. The location ofany doors needed for a mission will be shown on themissian map.

lHE llMERTo represent the tense environment and split-seconddecision-making of combat aboard a space hulk, theSpace Marine player has anly a limited amount of time toperform his turno The amount of time is determined bythe sand-filled timer included with the game.

lHE OICEThe dice (or D6 for short) included withthe game are used to resolve the resultsof shooting and hand-to-hand combato

Page 16: Space Hulk 3rd Edition Rulebook

Mission StatusDisplayCommand PointsTrackAssault CannonAmmunition TrackPsi Points TrackGenestealerEntry AreaAssault CannonAmmunition CounterAssault CannonAmmunitionReloaded CounterPsi Points counterCommand PointsCounter

10. Jam Counter11. Overwatch Counter12. Guard Counter13. Space Marine

Controlled AreaPower FieldGenerator -DamagedPower FieldGenerator -UndamagedForce Barrier CounterLadder DownLadder UpFlamer MarkerBlip - Face DownBlips - Revealed

BLIPSThe Genestealers' exact numbers are initially unknown tothe Space Marines, and this is represented by the use offace-down blip markers (ar simply blips). Each face-downblip could be 1, 2 or 3 Genestealers. The Space Marineplayer may not look at the value of blips, allowing theGenestealer player to gather and move his forces with adegree of secrecy until the exact dispositions of theGenestealers are revealed during the course of the game.

MISSION STATUS DISPLAYSpace Hulk inc\udes a mission status display board that isused to keep track of various pieces of informationduring the game. For example, it is important to keeptrack of the number of command points the SpaceMarines use, and you will need to keep track of theammunition used by an assault cannon or the psi pointsused by the Space Marine Librarian. The mission statusdisplay has tracks and counters that are used to record alithis information during the game.

MARKERS s, COUNTERSThere are a wide number of different counters includedin the game. These are used to show how muchammunition a Space Marine has remaining or if their gunhas jammed, and 50 on.

Page 17: Space Hulk 3rd Edition Rulebook

Once-you have the board set up and the models deployed, as described in the Missions book, you are ready toplay. Every game of Space Hulk is played through in a series of turns - first the Space Marine player, and thenthe Genestealer player. Each turn is broken down into a number of phases, for simplicity and ease of play.

When it is your turn you may move and fight with ali ofthe models under your command. The turn sequencebelow summarises what each player does in his turn, andthe order that these activities are carried out in.

At the start of their turn each player gains extra help -the Space Marine player gains command points, whichallow his Space Marines to carry out extra actions duringthe turn, while the Genestealer player can bring extrablips and models into play.

The next thing the players do is to move and fight withtheir models. The Genestealer player may take as long ashe likes over his turn, but the Space Marine player onlyhas a limited time in which to complete his turn,representing the difficulty of fighting against creatureswith the lightning-fast reactions of the Genestealers.

After the players have completed their turns there is aMission Status phase which is used to tidy up theboard and remove any counters or markers that are nolonger needed.

SPACE MARlNE TURNSpace Marine Command PhaseFirst the Space Marine player must see how many command points he has for the turn, as explained later. Thenthe Genestealer player starts the timer.

Space Marine Action PhaseNext the Space Marine player may move, shoot and complete any other actions with each of the Space Marinesunder his command. When the timer runs out the Space Marine Action phase ends immediately.

GENESTlALlR TURNReinforcements PhaseAt the start of his turn the Genestealer player sees how many reinforcement blips he gets this turn and placesthem beside the entry areas on the board, as explained later.

Genestealer Action PhaseThe Genestealer player carries out actions with the Genestealers and/or blips under his control.

MISSION STATUS PHASEOnce the Genestealers player has completed his Action phase, the turn ends with any necessary record keepingin the Mission Status phase.

- ~~- -- ~• , .'JI'!'~ - ~~ .••.•.~ , , .'-.,. ~•• '"

Page 18: Space Hulk 3rd Edition Rulebook

COM D PHASEAt the start of the game take the six command point counters and place them in a mug or similar opaquecontainer. Then, in the Command phase the Space Marine player draws a command point counter at randomfrom the container, to see how many command points he will have for the turno After examining the counterhe places it face down on the 'O' space on the command track of the mission status display board, withoutshowing it to the Genestealer player.

Space Marine SergeantsSpace Marine Sergeants are veterans of a hundredbattles, trained to issue commands that will be followedwithout questiono To represent this, as long as there is atleast one Space Marine Sergeant on the board, then theSpace Marine player may choose to return the commandcounter he has drawn to the container, shake thecounters up, and draw a replacement counter. He mustuse the replacement counter, even if it has a lower valuethan the counter that was first drawn.

Using Command PointsCommand points can be used by the Space Marine playerin both the Space Marine turn and the Genestealer turnin order to allow Space Marine models to carry out extraactions. How this works is explained in the relevant rulessections below.

Keeping Track of Command PointsThe command points counter is placed face down on the'O' space on the command point track of the missionstatus display. It is the Genestealer player's responsibility

A game of Space Hu/k is reaching its c/imax. Themission status disp/ay shows that the Space Marineshave used four command points 50 far this tutn. Theyhave two shots /eft in the assault cannon before it mustre/oad, and the Librarian has 6 remaining psi points.

to move the marker along the track whenever the SpaceMarine player spends command points.

The command points counter is revealed in the statusphase at the end of the turno The Space Marine player isnot allowed to use more command points than thenumber shown on the counter, and if he has used morecommand points than he had available then heimmediately loses the game.

The TimerThe Space Marine player only has a limited amount oftime to complete his Action phase, which is kept track ofwith the timer included in the game.

It is the Genestealer player's responsibility to start thetimer. He does this after the Space Marine player hasplaced the command points marker on the 'O' space ofthe mission status display When the timer runs out theSpace Marine turn ends immediately! Complete anyaction that the Space Marine player was in the process ofcarrying out, and then start the Genestealer turno

Page 19: Space Hulk 3rd Edition Rulebook

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 Adion phase. In the Action phase each model under a player's commandreceives a number of action points that the player can use to have the model carry out actions.

ACTION POINTSDuring the Action phase each model or blip has a certainnumber of action points (AP) to spend on actions, asshown in the chart below.

Action Point AllowanceSpace Marine 4Genestealer 6Blip 6

ActionsAction points are used to carry out actions. Each actioncosts a certain number of AP to perform. The actions andtheir AP costs are collected together on the summarysheet below and explained in detail later on in this rulessection. Possible actions include moving, opening andclosing doors, shooting and attacking the enemy indose assault.

In his Action phase the player activates the models and blipsunder his command one at a time. When a piece is activatedit expends action points to carry out actions until the player

It is the Space Marine Action pbese. The Space Marine playerectivetes a Space Marine model that is neer a doorway, and maynow spend 4 action points to carry out actions with the model. TheSpace Marine moves forward two squares (2 action points), opensthe door (1 action point), and then shoots at the Genestealer(1 action point). The player may then activate another model, and50 on until ali Space Marine models have been activated or thetimer runs out. He may not go beck to a Space Marine he hesalready used except by spending command points.

Space Marine1*2*

ACTION POINT TABLESpace Marines: 4 Action PointsGenestealers & Blips: 6 Action Points

ActionMove forwards 1 squareMove backwards 1 squareMove sideways 1 squareTurn 90 degreesTurn 180 degreesFire storm bolter or assault cannonSet overwatchlguardClear jammed storm bolterFire heavy flamerClose assaultOpen/close door

Genestealer1**2**1**

Blip11

11 *

12121

1

_" " 0:,': -. - - '. ~-::"'~'::";Á''''':'. ' -F:' -:.. ,.... . ,. - . - ~

- -. '. .

* The SpaceMarine mayfire a storm bolter ar assaultcannon as part of the sameaction, at no additional cost in APs** The Genestealermay turn 90 degreesas part of the sameaction, at no additional cost in APs

Page 20: Space Hulk 3rd Edition Rulebook

wishes to stop or the piece has run out of action points touse. Actions are performed one at a time, and each actionmust be completed before moving on to the next one.Once ali models and blips have performed their actions theplayer's turn is over. A player may only activate one model orblip at a time and onee that pieee has completed its aetionsit may not be activated again exeept to use command points- the players must plan their turns 50 that they do not haveto swap baek and forth between pieees.

COMMAND POINTSEach turn the Spaee Marine player gets a number ofcommand points. These allow the Spaee Marines to takeextra aetions in addition to their narmal allowanee of 4aetion points, and ean even be used in eertain situationsduring the Genestealers' turno

When used in the Spaee Marine turn, command pointsare treated exactly like additional action points that canbe spent performing actions. They may be spent on thesame Space Marine, or spread out over severaI as theplayer sees fit. Command points ean be used on a SpaceMarine model at any time during the Action phase, evenif it has already finished his move.

The Space Marine player can also use command points inthe Genestealers turn to react to the actions of his opponent.They can be spent to perform actions out of sequence - so-command points could be used to fire a weapon, dose adoar and 50 on during the Genestealer player's turno

It is the Genestealer Action phase. The Genestealer uses anaction point to move forward a square. In response the SpaceMarine player declares he will spend a command point to take ashoot action. The shooting attack happens before theGenestealer takes its next action.

Command points can only be spent in the Genestealerturn if a Space Marine model has line of sight to aGenestealer that has just completed an action (Iine ofsight is explained under Shoot Actions on the next page).

Each action witnessed allows a Space Marine toperform one action (this may be an action that costs2 action/command points). The Space Marine's actionhappens immediately, and before the Genestealer carriesout its next action.

MOVE s,TURN ACTIONSA Genestealer, Space Marine or blip is allowed to take'move' or 'turn' actions. Move actions allow the model orblip to move one square, and turn actions allow them toehange their facing. The number of APs it eosts to carryout the action varies depending on how difficult it is tocarry out, as described below.

Move: It costs 1 AP to move one spaee forwards, ardiagonally forwards, and 2 AP to move backwards onespace or diagonally backwards one space. Blips are anexception to these rules, and can move in any directionfor 1 AP (see the rules for blips later on). Space Marinesmay not move sideways - they must turn to face bef9removing into the square. Genestealers can move sidewaysat a cost of 1 AP.

A model ar blip eannot move through another model,blip, or a closed door. A model also cannot movediagonally if this means it would pass between twosquares containing a wall or a model -see the example below.

The Genestealer may not move into the squares marked X, as itwould have to move between the Space Marine and the wall.

Turn: Genestealers may turn 90° to theleft er right as part,....of a move action. The turn is made before ou after the.,...move (but not both), and does not cost any action points orcount as a separate action. Ali other turns are t~ken ãs aseparate action. Spaee Marines may turn 90° to the lett arright for 1 AP. Genestealers may turn 90° ar 1800 fo 1 AP.

Page 21: Space Hulk 3rd Edition Rulebook

This diagram shows how many aetion points it eosts the

Genestealer to move into an adjacent square.

This diagram shows how many action points it costs the Space

Marine to move into an adjacent square. Note that the Space

Marine eannot move sideways.

Exiting the MapIn several missions models need to exit the board throughan exit point shown on the deployment map. In order toexit the map the model must 'move' into an imaginarysquare off the board at the exit point. A model thatleaves the map is out of play and may not return.

DoorsArmoured doors often divide the corridors and rooms ofa space hulk. These block lines of sight and movementwhen closed, but when open have no effect on thegame. Doors start the game closed. To open or close adoar a model must be in a square adjacent to the doarand with the door in one of its three forward squares. Itcosts 1 AP to open or close a door.

'.''';, .'

, ., " .. .' -..- ~•.."~... ~~~~ -- -- -

SH001 AC1IONSSpace Marines are armed with storm bolters andpowerful heavy weapons. They may fire these atGenestealer models and closed doors by taking a shootaction. The cost of the action varies depending on theweapon being used: it costs 1 AP to fire a storm bolter orassault cannon, and 2 APs to fire a heavy flamer.Genestealers have no ranged weaponry at ali and mustrely on close assault to kill their enemies.

Une of SightIn order to be able to shoot at something, the SpaceMarine must be able to see it. A Space Marine can seesquares in its forward arc, as shown in the diagrambelow. A model can see an unlimited distance as long asthere is nothing in the way. If there is a model, wall, ordoor in any square between the Space Marine and histarget then he cannot see it.

This diagram shows whieh squares are considered to be in the

model's forward are. As you can see, the forward are widens from

three squares, to five, then seven and 50 on.

CornersA Space Marine standing in a corridor can only see rounda corner if he is standing next to it.

The Space Marine standing at the comer can see the GenesteaJer

The Spaee Marine further down the corridor eannot.