Setup:
1. *Place tiles to form the Space Hulk.
2. Use the numbered tiles to place : Eleven entrances per game, marked 2-12, decided by rolling 2d6.
5. Roll off for order of player turns.
*Players will make decisions together regarding these details.
Play:
1. Begin by using WH40K rules for Warlord Traits and Psychic Powers.
4. Exceptions:
a. Players enter through door entrances marked 2-12. Player rolls 2d6 to determine entrance. Players may
subsequently enter through a previous entrance or the new entrance rolled. On deployment, if an entire
squad cannot be deployed for whatever reason, the player has the option of re-rolling the entrance point, or
deploying as many units as will fit, then deploying the rest of the squad in his next movement phase.
b.
c.
d.
e.
Retreating: if a squad fails morale, they must head towards the nearest exit by the shortest route possible. Other rules
apply as normal.
5. Special Rule for Inner Doors: Quantity: 12-18; Doors armor 10, automatic hit, penetrating hit to open, glancing
hits lower armor by 1 to subsequent attacks. Destroying a door is either a shooting or assault action. Attempting or
succeeding in opening a door ends the players turn.
6. Special Rule for Coffers: Quanity: 10-20; Coffers are opened by ending movement on the coffer. A coffer may be
opened during any phase of the players turn and its effects are immediate.