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Popa Ne. oe me Duty and Honour is a campaign for Space Hulk that introduces the 1st Company of the Ultramarines, and rules for using them and the cyclone missile launcher, a powerful heavy weapon, in games of Space Hulk. The three missions in Duty and Honour ean be played either as a series of separate games or linked together to form the Duty and Honour campaign. In the campaign, you play through each mission and record the result, adjusting the next mission with the rules given in its ddeseription. In this way, the missions build up to form an averall story. If you are playing Duty and Honour as a campaign, then the Ultramarines must win the final mission to win the eampaign, but they will find this considerably easier if they also succeed in their first two missions HUNTER OF THE VOID Si Amongst all the Chapters of the Adeptus Astartes, the fame of the Ultramarines is unrivalled. They are the greatest and the most powerful Chapter of the Space Marines, renowned throughout the galaxy for their strict adherenee to the Codex Astartes, laid down by their Primarch Roboute Guilliman more than ten millennia ago. ‘The Chapter suffered greatly during the First Tyrannie War, their 1st Company wiped out to a man at the polar snowtfields of Macragge. T-took them aver a century to recover from such {grievous losses, and the Ultramarines have since sought out any opportunity for revenge against the alien menace of the Tyranids Such an opportunity came during the great Forian Crusade. A gigantic, lumbering space hulk, code-named Hunter of the Void, appeared from warp space near Macragge, the home ‘world of the Ultramarines. With most of Ultramar’s fleet fighting the Emperor's foes elsewhere in the galaxy and the remainder on permanent watch at the system’s fringe, only one ship could be spared to stop this heinous threat. The Will of the Emperor was despatched immediately, carrying several squads of elite Terminators to deal with this sudden threat Upon reaching the hulk, the Ultramarines set to their task with zeal. Skirmishes raged deep inside the dark corridors, but the aliens proved to be extremely tenacious, as if there was something they were guarding. No auspex seans could, penetrate the most deeply shielded chambers nestled within the ancient ship, so the Chapter's most seasoned veterans were despatched to make for the lower levels ofthe hulk and reveal its secrets. Two squads were assigned to the task, and they prepared with their customary efficiency, chanting prayers of batileas they made ready to face their hated foe once more. ia ULTRAMARINE: MISSIONS _- a MISSION _J ACURTAIN OF SHADOWS ‘As the battle raged, the probes of the Will of the Emperor continued to sean the enormous space hulk, but the alien ship refused to yield up its secrets. The Space Marines were unable to determine the number of Genestealers aboard, nor eould, they tell exactly where the clawed monstrosities were emerging from. There was a large area near the reactor core ‘that was impenetrable to the auspex arrays of the Space ‘Marines’ ship, Commander Troilus, studying a distorted hololith in the Will of the Emperor's strategium, knew that the time had come to cut through the veil of darkness that prevented him from forming a reliable plan. His Techmarines had come to the conclusion that dense ion shielding was to blame for the auspex interference, so he had devised a plan to shut it down and reveal the hulk’s secrets. One of the few discernible signs returned by their seans was a cogitator terminal, seemingly functional, which could well provide access to the shielding controls. It was a calculated risk, Troilus knew, but it was necessary. Squads Gorias and Adrianus were assigned to battle through the alien filth and reach the cogitator terminal before withdrawing to a point where the Will of the Emperor could safely extraet them, FORCES & DEPLOYMENT Space Marines: The Space Marine player has two squads. Squad 1 consists ofa Sergeant armed with storm bolter and power sword, a Space Marine armed with cyclone missile launcher, storm bolter and power fist, Space Marine armed with storm bolter and ehainfst, and two Space Marines armed with storm bolter and power fist. Squad 2 consists of a Sergeant armed with storm bolter and power sword, a Space Marine armed with, heavy flamer and power fst, aSpace Marine armed with storm bolter and chainfist, and two Space Marines armed with storm bolters and power fists. ‘Squad 1 deploys in the starting squares in one boarding torpedo, and Squad 2 deploys in the starting, squares in the other boarding torpedo, One boarding torpedo, chosen by the Space Marine player, arrives at the start of the first turn. The other boarding torpedo arrives at the start of the second turn, Conestealors: The Conestonlor nlaver starts the MISSION _ J ACURTAIN OF SHADOWS ‘As the battle raged, the probes of the Will of the Emperor continued to sean the enormous space hulk, but the alien ship refused to yield up its secrets. The Space Marines were unable to determine the number of Genestealers aboard, nor eould, they tell exactly where the clawed monstrosities were emerging from. There was a large area near the reactor core ‘that was impenetrable to the auspex arrays of the Space ‘Marines’ ship, Commander Troilus, studying a distorted hololith in the Will of the Emperor's strategium, knew that the time had come to cut through the veil of darkness that prevented him from forming a reliable plan. His Techmarines had come to the conclusion that dense ion shielding was to blame for the auspex interference, so he had devised a plan to shut it down and reveal the hulk’s secrets. One of the few discernible signs returned by their seans was a cogitator terminal, seemingly functional, which could well provide access to the shielding controls. It was a calculated risk, Troilus knew, but it was necessary. Squads Gorias and Adrianus were assigned to battle through the alien filth and reach the cogitator terminal before withdrawing to a point where the Will of the Emperor could safely extraet them, Genestealers: The Genestealer player starts the mission with a single blip on each breach counter, as marked on the map, Each turn, he receives a single blip. The blips ean enter through any breach counter: (cee below). SPECIAL RULES Boarding Torpedoes: When a boarding torpedo reaches the Space Hulk, the Space Marine player must rolla dice, and must place the boarding torpedo section so that it is connected to the board section that corresponds to the result of the diee roll. On a roll af 6, the Space Marine player can choose freely from any of the five marked board sections. The sections and squares that can be used are highlighted in green on the map (see right) ‘The boarding torpedoes arrive atthe start of the Space Marine player's turn, before the Space Marine Command Phase. Place the boarding torpedo section tetra ihe frontend tatrmnchine tor bickiechicsi deer MISSION _ J ACURTAIN OF SHADOWS ‘As the battle raged, the probes of the Will of the Emperor continued to sean the enormous space hulk, but the alien ship refused to yield up its secrets. The Space Marines were unable to determine the number of Genestealers aboard, nor eould, they tell exactly where the clawed monstrosities were emerging from. There was a large area near the reactor core ‘that was impenetrable to the auspex arrays of the Space ‘Marines’ ship, Commander Troilus, studying a distorted hololith in the Will of the Emperor's strategium, knew that the time had come to cut through the veil of darkness that prevented him from forming a reliable plan. His Techmarines had come to the conclusion that dense ion shielding was to blame for the auspex interference, so he had devised a plan to shut it down and reveal the hulk’s secrets. One of the few discernible signs returned by their seans was a cogitator terminal, seemingly functional, which could well provide access to the shielding controls. It was a calculated risk, Troilus knew, but it was necessary. Squads Gorias and Adrianus were assigned to battle through the alien filth and reach the cogitator terminal before withdrawing to a point where the Will of the Emperor could safely extraet them, ‘The boarding torpedoes arrive atthe start of the Space Marine player's turn, before the Space Marine Command Phase. Place the boarding torpedo section so that the front end is touching the highlighted outer edge of the board section corresponding to the dice roll, and use a boarding torpedo ramp to show exactly: which of the highlighted squares in the section the torpedo is connected to (see the diagrams on the next page). The two boarding torpedoes cannot be placed so that they overlap; if itis impossible to place the second torpedo because of this, roll again to see which section is used, until you roll a seetion where itis, possible to place the second torpedo, Once the boarding torpedo is connected to the ship, the boarding torpedo and its ramp are treated in all ways as a single six square long corridor section that is part of the Space Hulk, Breach Counters: At the end of the Genestealer player's fomrth and eighth turns. the Genestealer MISSION _J ACURTAIN OF SHADOWS ‘As the battle raged, the probes of the Will of the Emperor continued to sean the enormous space hulk, but the alien ship refused to yield up its secrets. The Space Marines were unable to determine the number of Genestealers aboard, nor eould, they tell exactly where the clawed monstrosities were emerging from. There was a large area near the reactor core ‘that was impenetrable to the auspex arrays of the Space ‘Marines’ ship, Commander Troilus, studying a distorted hololith in the Will of the Emperor's strategium, knew that the time had come to cut through the veil of darkness that prevented him from forming a reliable plan. His Techmarines had come to the conclusion that dense ion shielding was to blame for the auspex interference, so he had devised a plan to shut it down and reveal the hulk’s secrets. One of the few discernible signs returned by their seans was a cogitator terminal, seemingly functional, which could well provide access to the shielding controls. It was a calculated risk, Troilus knew, but it was necessary. Squads Gorias and Adrianus were assigned to battle through the alien filth and reach the cogitator terminal before withdrawing to a point where the Will of the Emperor could safely extraet them, Breach Counters: At the end of the Genestealer player's fourth and eighth turns, the Genestealer player must place an additional breach counter on the board. Each counter must be placed on a different empty square, and cannot be placed within six squares of another breach counter, Each breach counter is a Genestealer entry point, When entering play through a breach counter, a blip or Genestealer maves onto the breach counter's square by expending 3 APs. From then on they are part of play and move and fight as normal. Up to one blip and up to one revealed Genestealer can lurk at a breach counter entry point, and are forced to lurk for a turn if there isa Space Marine six or fewer squares away at the start of the Genestealer phase as normal, Cogitator Access: To access the cogitator, a Space ‘Marine must stand in the cogitatar terminal square, facing an adjacent wall, and spend 4 APs. MISSION _J ACURTAIN OF SHADOWS ‘As the battle raged, the probes of the Will of the Emperor continued to sean the enormous space hulk, but the alien ship refused to yield up its secrets. The Space Marines were unable to determine the number of Genestealers aboard, nor eould, they tell exactly where the clawed monstrosities were emerging from. There was a large area near the reactor core ‘that was impenetrable to the auspex arrays of the Space ‘Marines’ ship, Commander Troilus, studying a distorted hololith in the Will of the Emperor's strategium, knew that the time had come to cut through the veil of darkness that prevented him from forming a reliable plan. His Techmarines had come to the conclusion that dense ion shielding was to blame for the auspex interference, so he had devised a plan to shut it down and reveal the hulk’s secrets. One of the few discernible signs returned by their seans was a cogitator terminal, seemingly functional, which could well provide access to the shielding controls. It was a calculated risk, Troilus knew, but it was necessary. Squads Gorias and Adrianus were assigned to battle through the alien filth and reach the cogitator terminal before withdrawing to a point where the Will of the Emperor could safely extraet them, Cogitator Access: To access the cogitator, a Space Marine must stand in the eogitator terminal square, facing an adjacent wall, and spend 4 APs. ‘The Bulkhead: Use a door to represent the bulkhead. A Space Marine ean open the bulkhead by spending 1 AP. It cannot be opened or closed by Genestealers, or destroyed by shooting or close assault (unless that close assault was made by a Space Marine vith a chainfist, in which ease the bulkhead is automatically destroyed). Once the bulkhead has been opened or destroyed, a Space Marine can exit the playing area by moving off the bulkhead exit point. VICTORY ‘The Space Marine player wins by accessing the cogitator and moving two or more Space Marines off the board through the bulkhead exit point. The Gonestealer player wins by killing all the Space Marines before they achieve this. Ifyou are playing this came ns nartafa camnaion makes note nf MISSION _J ACURTAIN OF SHADOWS ‘As the battle raged, the probes of the Will of the Emperor continued to sean the enormous space hulk, but the alien ship refused to yield up its secrets. The Space Marines were unable to determine the number of Genestealers aboard, nor eould, they tell exactly where the clawed monstrosities were emerging from. There was a large area near the reactor core ‘that was impenetrable to the auspex arrays of the Space ‘Marines’ ship, Commander Troilus, studying a distorted hololith in the Will of the Emperor's strategium, knew that the time had come to cut through the veil of darkness that prevented him from forming a reliable plan. His Techmarines had come to the conclusion that dense ion shielding was to blame for the auspex interference, so he had devised a plan to shut it down and reveal the hulk’s secrets. One of the few discernible signs returned by their seans was a cogitator terminal, seemingly functional, which could well provide access to the shielding controls. It was a calculated risk, Troilus knew, but it was necessary. Squads Gorias and Adrianus were assigned to battle through the alien filth and reach the cogitator terminal before withdrawing to a point where the Will of the Emperor could safely extraet them, spending 1 AP. It cannot be opened or closed by Genestealers, or destroyed by shooting or close assault (unless that close assault was made by a Space Marine ‘with a chainfist, in which ease the bulkhead is automatically destroyed). Once the bulkhead has been opened or destroyed, a Space Marine can exit the playing area by moving off the bulkhead exit point. VICTORY The Space Marine player wins by accessing the cogitator and moving two or more Space Marines off the board through the bulkhead exit point. The Genestealer player wins by killing all the Space Marines before they achieve this. Ifyou are playing this game as part of a campaign, make a note of whether the Space Marine player accessed the cogitator, and whether the Space Marine player moved two or more Space Marines off the board through the bullchead exit point ~ these conditions will both have an effect in Mission 3. er error) Cee ac rey MISSION _J[L__TO KILL THE BEAST ‘The heroism of Squad Gorias and Squad Adrianus paid off, bringing the ion shields down and allowing the Will of the Emperor's powerful auspex arrays to pierce the darkness. As the hololith cycled, showing more and more detail of the inner levels of the hulk, Commander Troilus came to realise the scale ofthe infestation, The entire inner core of the Hunter of the Void swarmed with Genestealers, likely greater in number than anything that the Chapter had previously encountered. ‘The few squads of Terminators in his command didn't stand a chance against such a vast alien horde, and the Will of the Emperor did not earry sufficiently powerful weaponry to destroy the hulk outright, Still the twisted vessel continued on its inexorable eourse towards Ultramar, but Troilus was not discountenanced. He now had all the information he needled to devise a solid theoretical plan, An access shaft not far from teleporter range led to the main reactor on one of the eapital ships making up the hulk’s starboard flank, and it was likely that if a squad of ‘Terminators could make it to that shaft and drop powerful explosive charges down it, they could set off a chain reaction that would tear the hulk apart. ‘This honour fell once again to Gorias and Adrianus, having shown themselves to be exemplary in their execution of their previous mission, with all other Terminator squads making a diversionary attack. As they made their way towards the access shaft, only one unknown factor gave the Commander ause ~ a very large auspex return, too big to bea Genestealer, was following the Terminators. He warned his sergeants to prepare for the worst. FORCES & DEPLOYMENT ‘Space Marines: The Space Marine player has two squads. Squad 1 consists of a Sergeant armed with storm bolter and power sword, a Space Marine armed with cyclone missile launcher, storm bolter and power fist, a Space Marine armed with storm bolter and chainfist, and two Space Marines armed with storm bolters and power fists. This squad deploys on the starting squares in one of the corridars shown on the map. Squad 2 consists of a Sergeant armed with storm bolter and power sword, a Space Marine armed with heavy flamer and power fist, a Space Marine armed with storm bolter and chainfist, and two Space Marines armed with storm bolters and power fists. It deploys on the starting squares in the other corridor, Genestealers: The Genestealer player starts the mission with one blip in each of the eight marked starting points, then receives one reinforcement blip per turn which must enter through the single entry area. SPECIAL RULES ‘The Hunter: At the end of each turn starting with the fifth, the Genestealer player must roll a dice and add the turn number. If the score is greater than 10, roll another dice and place the Broodlord on the relevant Broodlerd entry square. Fire in the Hole: A Space Marine that starts the Genestealer turn adjacent to the access shaft and facing it will automatically drop an explosive charge if he survives until the end of the Genestealer turn, VICTORY The Space Marine player wins by dropping an explosive charge down the access shaft. The Genestealer player wins by killing all the Space Marines before they achieve this. MISSION _TTL.BACK FROM DARKNESS Commander Troilus stood firm amid the bustle of the Wil of the Emperor's strategium, his experienced gaze taking in reams of tactical data as his eyes swept the room. The space ‘hulk was showing all the signs of an impending plasma overload, one that would eradicate all aboard, but the Ultramarines squads were still making their way through the tangled corridors, making it impossible to exeeute a swift extraction. Troilus could only give the order to his veterans to locate a turbo-lift to convey them to an alternative extraction, point with all due haste. ‘The space hulk shook as a series of explosions began to tear it apart from the inside, Time was running out, but the two squads of Terminators were determined to fall back to the extraction point in good order, knowing that the loss of their sgene-seed ~ not to mention their ancient suits of Terminator armour ~ would stand as a black mark against the honour of the Chapter. Sergeant Gorias blasted another Genestealer as it emerged from the darkness ahead. Squad Adrianus were nearby, the roar of their heavy flamer and the bark of their storm bolters joining the cacophony of his own squad's shots, He was about to open a vox-channel to his fellow sergeant ‘when there came a sudden scream of tortured metal, followed by the rushing how! of atmosphere venting into the void. A hull breach had opened up directly behind them. It was small for now, but he had seen enough shipboard action to know that it would not remain that way for Jong. Gritting his teeth, Gorias hastened his advance. It was time to pit the might of the Ultramarines against the inhuman strength of the alien foe, FORCES & DEPLOYMENT ‘Space Marines: ‘The Space Marine player has two squads, Squad 1 consists of a Sergeant armed with storm bolter and power sword, a Space Marine armed with cyclone missile launcher, storm bolter and power fist, a Space Marine armed with storm bolter and chainfist, and two Space ‘Marines armed with storm bolters and power fists. This squad deploys on any of the starting squares in the hull-breached room shown on the map. Squad 2 consists of a Sergeant armed with storm bolter and power sword, a Space Marine armed with heavy flamer and power fist, a Space “Marine armed with storm bolter and chainfist, and two Space Marines armed with storm bolters and power fists It deploys on the starting squares in the corridor as shown on the map. If you are playing this mission as part af a campaign and the Space Marines failed to move two or more Space Marines off the board through the bulkhead exit point in Mission 1, the Space Marine player ‘must pick one of the squads at the start of the mission ~ that squad starts with one less Space ‘Marine armed with storm bolter and power fist. Genestealers: The Genestealer player starts the mission with five blips ~ one in each of the rooms marked on the map. The Genestealer player receives one reinforcement blip per turn Blips may enter play at either entry area. If you are playing as part of a campaign and the Space Marine player lost Mission 2, the Genestealer player also starts the mission with one blip at each entry point. SPECIAL RULES Hull Breach: The destruction of the space hulk is simulated by removing board sections, starting swith the hull-breached room, and removing all adjacent pieces to the last one removed, each turn, At thin ond oF the sixth C SPECIAL RULES ‘Hull Breach: The destruction ofthe space hulk is simulated by removing board sections, starting with the hull-breached room, and removing all adjacent pieces to the last one removed, each turn, At the end of the sixth Genestealer turn, the Genestealer player removes the hull-breached room. At the end of the next Genestealer turn, the Genestealer player removes any section that was adjacent to the hull-breached room. At the end of the turn after that, the Genestealer player removes.all sections that were adjacent to a section he removed the previous turn, and so on. For example, at the end of turn 6, the Genestealer player removes the hull-breached room, At the end ‘of turn 7, they remove the crossroads. At the end of turn 8, they remove all three corridor sections that were connected to the crossroads, Any models, doors or blips on a section that is removed are destroyed. Ifyou are playing as part of a eampaign and the Space Marine player did not access the eogitator in Mission 1, the Genestealer player starts removing sections at the end of tum 5 instead of turn 6. Creeping Vacuum: All squares in the hull-breached room and in any section that was adjacent to a board section that has been removed are considered to be in vacuum. Furthermore, all ‘squates that can be linked to a section that is in vacuum via a path of linked squares that does not pass through a elosed door are also considered to be in vacuum. This has no effeet on Space ‘Marines, but Genestealers that are in a square that is in vacuum must roll one less dice than they usually would when resolving a close assault. This penalty is in addition to any other penalties that may apply. or tum 7, they remove the crossroads. At the end ot turn 8, they remove all three corndor sections, that were connected to the crossroads, Any models, doors or blips on a seetion that is removed are destroyed. Ifyou are playing as part of a eampaign and the Space Marine player did not access the eogitator in Mission 1, the Genestealer player starts removing sections atthe end of tum 5 instead of turn 6. Creeping Vacuum: All squares in the hull-breached room and in any section that was adjacent to a board section that has been removed are considered to be in vacuum, Furthermore, all ‘squares that can be linked to a section that is in vacuum via a path of linked squares that does not pass through a elosed door are also considered to be in vacuum. This has no effect on Space ‘Marines, but Genestealers that are in a square that is in vacuum must roll one less dice than they usually would when resolving a elose assault. This penalty is in addition to any other penalties that may apply. ‘The Turbo-lift: Any Space Marine can spend 1 AP while standing in the turbo-lift room while. there are no Genestealers in the turbo-lift room to activate the turbo-lift, VICTORY ‘The Space Marine player wins by activating the turbo-lift when there are at least two Space Marines in the turbo-lift room. The Space Marine player also wins if there are no Genestealers left in play when the section containing both Genestealer entry sections is removed. The Genestealer player wins by killing all the Space Marines before the Space Marine player wins. ‘This is your digital Mission Status Display. It keeps track of how your game is progressing and works in the same way as its eardboard counterpart. It records how much ammu each weapon has remaining, the number of command points you have used and how many psi points you have remaining. Mission Status Disptay Key 4. Command Points: ‘Tap the command point icon to indicate that 1 command point has been used, 2. This shows the total number of ‘command points the Space Marine player has used. 3. Undo Last Move Buttons: These buttons undo the last mave for that particular action, 4, Assault Cannon Reload: ress the reload button to indicate that the ‘weapon has been reloaded. 5. Assault Cannon: Tap the assault cannon to indicate a shot has been taken. The ammunition BPN fe Bi eg indieatnrs helo will denlete after each : ‘Tap “Launch Mission” to use Interactive Mission Status Display caus Se UBT Ih asec) coum) TERMINATORS IN SPACE HULK ‘This section describes the additional rules that are required to use Ultramarines Terminators in your games of ‘Space Hulk, including details for using cyclone missile launchers. USING ULTRAMARINES TERMINATORS IN SPACE HULK ‘You will notice that the bases provided in the Space ‘Marine Terminator Squad and Space Marine Terminator Close Combat Squad box sets are slightly larger than the squares used in Space Hulk, Itis perfectly fine for these bases to overlap the squares, or even each other, just so long as both players are clear about which square each Space Marine is in and in which direction itis facing, Tf ‘you are using your Ultramarines Terminators exclusively jor games of Space Hulk, you may want to eonsider creating bespoke scenic bases for your miniatures. ULTRAMARINES WEAPONRY CYCLONE MISSILE LAUNCHER A cyclone missile launcher system is flted to the earapace of Terminator armour to provide heavy fire support. Able to fire missiles with either anti-infantry or anti-armour warheads, it is able to engage all manner of foes. Trcosts 1 AP for a Space Marine to fire a cyelone missile launcher, ‘This cannot be combined with any other action. There is no ‘maximum range when firing a cyclone missile launcher. CycLone Mi LAUNCHER AMMUNITION Acyclone missile launcher can shoot two different kinds of warheads, krak or frag, A Space Marine with a eyclone missile Iauncher ean choose which type of warhead to shoot each time the eyelone missile launcher is fired, but it only has enough missiles to fire six times in total. Once all six shots have been fired the eyctone missile launcher may no longer shoot — unless one of your Space Marines is equipped with a heavy flamer, we recommend using the six flamer counters provided with Space Hulk to help keep track of ammunition expenditure. KRAK WARHEAD When firing a krak warhead, a cyclone missile launcher can target any visible Genestealer or door. Roll 2 diee to resolve the effect of the shooting action. If either dice scores a 3 or higher the target is destroyed, Frac WARHEAD When firing a frag warhead, a eyelone missile launcher can target any visible Genestealer, door or empty square, even ifthe Genestealer, door or empty square is ina section occupied by a Space Marine. Frag warheads affect entire board sections, be they a single section of corridor one square long or an entire room. When a cyclone missile launcher shoots a frag warhead ata square, door or model, roll two dice for each model, blip or door in the section (if any); the piece is destroyed if either roll is, 5 or higher. You ean fire more than once at a seetion if desired FRAG WARHEADS AND Doors Although doors can be destroyed by cyclone fire, they still offer a measure of protection, Frag warheads cannot shoot through closed doors. Ifa section which takes a frag warhead hit has any closed doors, then the squares beyond the doors are unaffected by that shot, even if the door is destroyed as a result of the shot. ile launcher LTRAMARINES REFERENCE This section is a useful reference for when you use the Ultramarines ist Company in your games of Space Hulk. PU a Canute Cod Peers Action Point IoaE AICCCR CLC ao} Aer cer hats Reis ion era cone rer reeset) SEES 12 Area affect, persistent, 6 shots Assault cannon Re = eins reload, sustained fire Cyclone missile launcher unlimited Pe Cotto Se a eee eee Rae ares * When firing a feag warhead, the cyclone missile launeher kilison a 5+ instead ofa 3+, but affects entire board sections. ULTRAMARINES CLOSE ASSAULT TABLE rere! eau eae Pa oon Sees errr mnt eg es ec cct Tet Ser ere US erase Ce erro ald THE DEFENDERS OF ULTRAMAR ‘The Ultramarines are the most famous and respected of all Space Marine Chapters, their name a byword for discipline and honour. They are amongst the most stalwart defenders of humanity and their vietories are told from the realm of Ultramar to the sacred halls of Terra itself. They are the warriors of Macragge, the Champions of Mankind, the Emperor's Angels of Death, and in faith and in valour they are unmatched. ‘The Ultramarines’ Primarch, Roboute Guilliman, wrote the Codex Astartes ~ the holy tome of the Space Marines. Tn the millennia since, the Ultramarines have venerated their Primarch and stuck to the precepts, regulations and doctrines within the Codex Astartes as a priest adheres to scripture. The Chapter has exemplified its teachings ever sinee, and the Ultramarines strive ‘olive up to the exacting standards laid down by Guilliman. The ‘martial discipline, selfless honour and peerless tactieal acumen ‘that typifies the Ultramarines can be directly attributed to their venerated Primarch and his teachings, From the dawn of the Imperium to the dark days of the 4ist. ‘Millennium, the Ultramarines have served the Emperor with loyalty and a nobility that no others can match, Whenever the enemies of Mankind threaten the Imperium, the Ultramarines stand ready to face them. ‘Tue 1st Company Of all the fighting formations that make up a Space Marine Chapter, it is the 1st Company that is invariably the most powerful and feared. For a Space Marine to join the prestigious ist Company is for him to have won renown on. battlefields uncounted and to have earned the respect of his battle-brothers through deeds of blood and fire. Most such ‘Veterans have served as sergeants elsewhere in their Chapter — sometimes for centuries ~ before being accepted into the 1st Company, but a notable few are elevated after performing singular acts of insane heroism. These Space Marines are legends one and all, warriors who have become part of the Chapter's history, and it is every battle-brother's ambition to join the ranks of their Chapter’s most elite compan ‘All Space Marine Chapters maintain a number of suits of revered Tactical Dreadnought armour, or Terminator armour asitis commonly known, Terminator suits are the pinnacle of armoured protection available to a Space Marine, all but impervious to small arms fire and able to withstand even anti tank weaponry or the titanic stresses of teleportation, ‘Terminator armour is, however, incredibly rare. Some suits date back to the Great Crusade, and each isa prized relic, It is 1 great honour to be permitted to wear such a suit in battle, and itis only to members of the Chapter’ elite ist Company, that this honour is granted. Boarding Tyranid-infested space hulks, launching teleport attacks, assaulting Titans and spearheading combat actions upon death worlds; these are the missions undertaken by Space Marine Terminators (Once inducted into the 1st Company a Space Marine will be expected to perform above and beyond a normal Space ‘Marine, The st Company forms the backbone of any of the ‘Chapter’s actions and they also act as an example to the rest of the Chapter. Accordingly, the 1st Company rarely retreats or relents in an assault, as to be seen to do so would be isastrous. The best example of this heroism was the First ‘Tyrannie War, when the ist Company of the Ultramarines were defending the planet Macragge’s polar defence fortresses, against the Tyranid hordes. Against overwhelming numbers and all the odds the 1st Company fought on, Terminators fighting back to back against the alien assault waves for far longer than any thought possible. This heroie aetion bought time for the Ultramarines to launch a counter-attack, though it cost the lives of every single Space Marine of the Ultramarines’ 1st Company. Spurred on by their battle brothers’ selfless deed, the rest of the Chapter stormed the fortress, recaptured it and eventually scoured the Tyranids from Macragge. Without the sacrifice of the ist Company, ‘Macragge and the Ultramarines would have perished that day, and the names of the fallen elite are commemorated each year at the Feast of Days. Only as the 4st Millennium draws to a close have the Ultramarines rebuilt their 1st Company, their ranks filled with veterans of the First Tyrannic War. ia Ley KO MISSIONS ald OWN MISSIONS This section provides you with a guide for ereating your own Space Hulk missions using Ultramarines ‘Terminators. Designing missions is a lot of fun, and with a bit of practice you'll soon be coming up with games that are every bit as good as the ones in the Duty and Honour eampaign or the Space Hulk Missions book. All you need to do is go through the steps described below. Before going through the process step-by-step, though, we must introduce a new rule... THE CustoM RULE “There is only one hard and fast rule when it comes to making, your own missions. This rule stipulates that, when playing a mission you have designed yoursel, the opposing player always gets to pick which side they will play. This will ensure ‘you make a scenario that is as balanced as possible. STEP ONE — Map ‘The frst step you will need to carry out is to design the map for the mission. In order to do this you will need the board sections, from your copy of Space Hulk, and either a camera or some _graph paper. At this stage you will not know what the forces or the victory conditions are, but don't worry about this just now! ‘Just lay out the board sections to ereate your map, and then either take a photograph of your board design or record it on ‘graph paper so that you have a record of the layout. ‘Next place doors at the entrances to any rooms on the map, and ‘then roll a dice and add additional doors in corridar sections equal to the number rolled, Record the position of the doors on your map. Although this sounds quite simple, the devil isin the detail ~ in short, there’s an art to designing good Space Hulk board yout, which takes some practice to get right. Because of this it's best to start off with a small layout, maybe based on one: of the layouts in the Missions book. Don't get tempted to use all of the board sections ~ in our experience less is often ‘more in this case, On the other hand, once you've got a bit of ‘experience, you should feel free to design as big or as small a ‘map as you like. You can even make a map that is on two or more levels, EXAMPLE BOARD LAYOUT STEP Two — Set Up SQUARES & ENTRY AREAS Having created your map, you must now decide on the Space Marine controlled areas, Space Marine starting squares, and the Genestealer entry areas. First ofall place Space Marine controlled area markers next to any two board sections. You ean place them as close together or as far apart as you desire. [Next use counters to mark ten Space Marine starting squares in the controlled areas. You can split the starting squares as you see fit, placing all ten in one controlled area, five in each, or any other combination vou can think of. ‘Next, roll a dice, add two to the score, and place that many Genestealer entry area markers next to free entry areas round the board. If you run out of free places any remaining entry area markers are not used. * wT = Genestealer entry area Space Marine controlled area Space Marine starting square 5 4 : : WITH ENTRY POINTS STEP THREE — SPACE MARINE FORCE ‘The next step is to decide on the forces that will take part in the mission and where they ean deploy or enter the board. First you must pick the Space Marine Foree. To do this, select up to ten models from thelist below. The Space Marine Force ean consist of any combination ofthese models, and multiple models with the same equipment ean also be chosen.You will note that each model haas a points value, for example, a Space Marine with a storm bolter & power fist has @ value of 2 points, whilst a Sergeant with a storm bolter & power sword has a value of 5 points, These points are used to determine the Genestealer Force in the next step. ‘Space Marine Model Points Value Space Marine Terminator with lightning claws 2 Space Marine Terminator with storm bolter & chainfist Sergeant with lighting claws Space Marine Terminator with heavy flamer & power fist 6 Space Marine Terminator with storm bolter, power fist & cyclone missilelauncher 7 STEP FOUR — GENESTEALER FORCE ‘To determine the Genestealer Force, add up all the points of the models on the Space Marine Force and compare itto the following table. The higher the total points value of the Space Marine Force, the greater the Genestealer Force. Record the information on your map. GrNESTEALER FoRCE Tan ‘Total cost of the Space Marine Force 21-30 One starting blip. One reinforcement blip per tur 395 One starting blip. Two reinforeement blips perturm, 36-40 ‘Two starting blips. TWwo reinforeement blips per turn, 46+ ‘Two starting blips, Three reinforeement blips per turn, The Genestealer player is allowed to use one Broodlord in this mission. “Ifthe Space Marines have more than five models, then the ‘Jammed Doors’ rule applies (see below) Jammed Doors: This rule is used in missions where the Genestealers receive only one reinforcement blip per tum, and the Space Marines start the mission with more than five models, Roll a D6 whenever a model first attempts to open a door. On a roll of tor 2 the door is jammed shut. Jammed doors may not be opened, but can be destroyed by shooting or close assault. STEP FIVE — Vicrory ‘The final thing that needs to be done is to determine how the mission is won or lost ~ yon will then be ready to play! To find out how victory is determined, roll a single dice and refer to the Victory Table below. The table describes what the Space Marine player needs to do in order to win. The Genestealer player wins by wiping the Space Marines ont, or by forcing the Space Marine player to concede as they ean no longer possibly achieve their victory conditions, Record the victory conditions on your map along with all of the other information needed for the game. D6 _ Victory Conditions 4-2 Cleanse. At the start of the mission, before either side deploys, the Genestealer player ‘must pick a room as the objective for the mission. The Space Marine player wins by

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