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Choose Race 4
Choose Forces 5
Mission Types 7
Defend 7
Rescue 7
Establish a perimeter 7
Regroup 8
Passing Through 9
Descend 9
Delivery 9
C.A.T Hunt 10
Campaign Generator 11
Geotiles 12
Mission Generator
4-6 Tryinids
7 Regroup 2-5 2
8 Passing Through 6 3
9 Descend
To determine the Marine squads starting
10 Activate the Console position, the Marine player rolls 1xD6. They
then place the 5 space tile at the appropriate
11 Delivery
marker (M1-6) based on the roll. If playing
12 C.A.T Hunt with 2 or 3 squads then add an extra 5 space
tile.
Read through the appropriate later sections The mission details will state which player is
based on which mission you rolled. responsible for choosing the Marine squads
exit position if applicable. Place a Marine
objective counter off-board next to the chosen
✥ position.
The mission details will also state which player For each Librarian and Captain command unit,
is responsible for placing objective counters if the Stealer gets the following.
applicable.
Command Unit Stealer player
receives
Choose Forces
Librarian Lvl 1 1x Hormagaunt
The Marine player now picks the squad(s) they
Librarian Lvl 2 1x Hormagaunt
want. A squad consists of a command unit
1x Broodlord
and where allowed, an optional support unit.
The Marine player must choose as many Librarian Lvl 3 2x Hormagaunts
command units as the number of squads they 1x Broodlord
rolled for earlier, but they can only use one of
Librarian Lvl 4 2x Hormagaunts
each. 2x Broodlords
For each command unit used (except for For each support unit used, the Stealer player
Librarians and Captain), the Stealer player rolls 1xD6 and receives one of the following:
rolls 1xD6 and receives one of the following:
Tyranid Unit (for each support unit)
Tyranid Unit (for each command unit)
1-3 1x Rubble Counter
1-2 1x Ambush Blip
4-6 Roll on Special Unit table
3-5 Roll on Special Unit table
The Marine player can now choose to equip The game is then played following the normal
their Terminators with some extra equipment. game sequence until victory conditions for
Again, they do not have to if they wish. either side has been met.
5 1x Ambush Blip
1-3 1
4-5 2
6 3
The Stealer player chooses the location of the The Stealer player chooses one of the Marines
of the item to be retrieved. starting positions as the exit point. The
retreating squad starts at the other.
The Stealer player has starting Blips.
Objectives
Objectives
At least one of the units from the retreating
At least one Terminator unit must exit the squad must escape via the exit point. Any
board carrying the item. Any other result is a other result is a win for the Stealer player.
win for the Stealer player.
Establish a perimeter
3 60
3-5 2
Map Setup
6 3
Aways played with two squads. One of the
squads is unconscious and cannot be a
Librarian or Captain and must have a support Place the explosive counters with the Unset
unit. side up.
The Marine player places each member of the To set an explosive device, a Marine unit must
unconscious squad within rooms of their be standing on the explosive counter and
choosing, but they must be in different rooms spend 2 APs. Once set, flip the explosive
(Unless there is not enough rooms) and placed counter over to the Set side.
on their side.
Objectives
The Stealer player chooses the Marines exit
point. Must be different to the starting position. All explosives must be set and at least one
Terminator unit must exit the board. Any other
To revive a unit, the reviving Marine must have result is a win for the Stealer player.
the unconscious Marine in their close assault
square and spend 2 APs. Revived units are
placed upright and facing as Marine player Regroup
chooses and can move immediately.
Two squads that have been separated are to
Stealer units will not attack unconscious regroup.
Marine units.
Map Setup
Objectives
Always played with two squads.
All Unconscious Marines must be revived and
at least one Terminator unit must exit the The first Marines starting position is done as
board. Any other result is a win for the Stealer normal by rolling 1xD6. The other is an M
player. point at the opposite side of the map chosen
by the Stealer player.
Set and Run The Stealer player chooses the Marines exit
point. Must be different to the starting
Explosives need to be positioned and set in positions.
order to be remotely triggered.
The Stealer player has starting Blips.
Map Setup
Objectives
The Stealer player chooses the Marines exit
point. Must be different to the starting position. At least one Terminator unit from each squad
must exit the board. Any other result is a win
The Stealer player chooses the location of the for the Stealer player.
of the explosive points which are always the
centre square of a room (excluding the 4 way
room). Roll 1xD6 to see how many explosive
points the Marines must deliver.
Marines are on route through the Hulk. At least one Terminator unit must exit the
board. Any other result is a win for the Stealer
Map Setup player.
The Stealer player has starting Blips. A vital computer console needs to be
activated.
Objectives
Map Setup
At least one Terminator unit must exit the
board. Any other result is a win for the Stealer The Stealer player chooses the location of the
player. of the computer console. Must be in a room
(excluding the 4 way room) along a wall. Use
the computer console counter.
Descend
The Stealer player has starting Blips.
Marines are on route through the Hulk and
must descend to the lower levels. A Marine unit can activate the console by
standing with the console in his close assault
Map Setup square and spending 2 APs.
Roll 1xD6.
The campaign generator creates four
randomly chosen missions from the mission
generator. Dice Roll Mission
1-2 Defend
First, players choose their race.
3-4 Set and Run
They can now play through the four missions
as below. 5-6 Activate the Console
5-6 Delivery
Mission 2
Roll 1xD6.
3-4 Descend
Mission 3
Roll 1xD6.
3-4 Regroup
5-6 Rescue
Geotiles
The following Geotiles can be used for generating random maps. They are divided into 12 left
sides and 12 right sides.
To generate a random map, players roll 1xD12 for the left side and 1xD12 for the right side.
1 13 1 25
2 14 2 26
3 15 3 27
4 16 4 28
5 17 5 29
6 18 6 30
7 19 7 31
8 20 8 32
9 21 9 33
10 22 10 34
11 23 11 35
12 24 12 36
Each left and right side have 3 end sections (denoted by ▶︎ symbols) that align exactly and these
are where the two sides are connected together.
O ⓵ ⓶ ⓷ ⓸ ⓹ ⓺ - All represent position of doors. The circles with numbers are for solo
players only, for choosing jammed doors. Roll 1xD6 and 1-3 is for the left side map and 4-6 is for
the right side map. Then roll another 1xD6 and place a Jammed counter next to the relevant
numbered circle.
R1 - R6 - Are for solo players only, for choosing rubble counter positions. Roll 1xD6 and 1-3 is
for the left side map and 4-6 is for the right side map. Then roll another 1xD6 and place a rubble
counter on the relevant R number.
M1 - M6 - Are for choosing the Marines starting positions. If this number is within a tile then
that tile should be removed and replaced with the 5 space tile. Roll 1xD6 and the starting position
is the relevant M number.
Once the Marines starting position has been determined, all other open ended sections are Stealer
Entry Areas. Any Stealer entry areas that fall within 6 squares of the Marines starting position must
be blocked off with a dead end piece.
M1 R5 ⓷ ⓶ R4 ▶
O ⓸
M2
⓹ R3 O R2 R1 ▶
R6
O ▶
M3
M1
O O
O ▶
M3 ⓹
R4
R3 ⓵
⓷ R2 R1 ▶
R6 R5
O ⓸ ▶
M2
M1
⓹ R6 ▶
O O
⓸ R2
M2 ⓶ R4 ⓵ R1 ▶
R3
R5 O
M3
M2
O ▶
R5
R4
⓶ R2 ⓵ O ▶
R6 R1
O ⓺ ⓸
R3
O ▶
M1 M3
M1
⓺ ⓹ R5 ▶
M3 O R3 ⓶
R6
O R2 O R1 ▶
⓸ R4 ⓷ O ▶
M2
M1
O R1 ⓹ R4 ▶
O R6
⓵ R2 ▶
R5
M3 R3 ⓷ ⓶ ▶
M2
M2
O R1 ⓵ O ▶
R6
R3 R4 O ⓷ ▶
M3 ⓺
R5
⓶ R2 ▶
M1
M2
⓷ O R3 ⓸ O ▶
R4 ⓶
⓹ R1
M3 R6 ⓵ R5 ▶
R2
M1
M2
O ⓶ R1 ▶
R5 R6
O ⓸
⓺ ▶
⓷ O R2
R3 ⓵
R4
M3 ⓹ O ▶
M1
⓸ R3 ▶
M2 R6
R1
O ⓵ ▶
⓹ R2
R4
⓷ R5 ▶
M3 M1
R3 ▶
M2
⓵ R1 ⓸ R6 ▶
R4
R5
⓶ R2 O ⓺ ▶
M3 O
M1
R2
⓹ ▶
M2
⓶ ⓺
R5
O R1 ⓵ R3 ▶
R6
M1 ⓷ R4 ▶
M3
M6
◀ R2 ⓷
R6
R3
⓵ ⓸ R1 O
R5
⓶ M4
◀ O R4 ⓹
M5
◀ R6 ⓸ R3
R2
O M4
◀ ⓵ R5
R1
◀ O R4 ⓶ O M6
M5
O M6
◀ R6
⓷ R1
R2 ⓹
R5
◀ ⓶ R3 O M4
R4
O O
◀ ⓺
M5
◀ O M4 M6
⓷ O R3
R1 R6
◀ ⓹ ⓶
R2
R5
◀ O R4
M5
◀ R1 O
R2
R4
⓵ O
◀ O ⓶
R3 M6
⓹ O
R6
◀ R5 ⓸
M5
M4
◀ R1 M6
R4 ⓵
R5 M4
◀ ⓷ O R2 M5
R6
◀ R3 ⓺
M6
◀ R1 ⓵
R2
R6 O M4
◀ R5 ⓸
R3 ⓶
◀ R4 ⓷ O M5
M6 M4
◀ R1
R2
⓵ R6
◀ R5 ⓸ R3 ⓹ M5
O O
◀ R4 ⓷ O
◀ O M5
⓶ ⓺
R1
R2 O
R5
⓵ O
⓷ R4 ⓸
R3 M6 O
M4
R6
◀ ⓹
◀ ⓸ ⓹ R1
M5
R5 ⓺
R4
◀ R3 ⓵ R2 O M4
R6
◀ O
O M6
◀ O ⓵ R6 O
M5
R2
R4
◀ R1 ⓺ ⓶
M4
R5
⓷ ⓹
◀ R3 O
M6
M6
⓸ R1 O
R6
R5
◀ R3 ⓶ R4 O M4
◀ O ⓷ R2 ⓺
M5