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Space Hulk Revised Rules Version 2.

Mission and Campaign



Generator

Games Workshop 1 V2.0


Warhammer 40,000
Space Hulk Revised Rules Version 2.1

Mission and Campaign Generator 4


Mission Generator 4

Generate Mission Type 4

Choose Race 4

Generate Random Map 4

Choose Forces 5

Play the Game 6

Mission Types 7

Seek and Retrieve 7

Defend 7

Rescue 7

Establish a perimeter 7

Revive and retreat 8

Set and Run 8

Regroup 8

Passing Through 9

Descend 9

Activate the Console 9

Delivery 9

C.A.T Hunt 10

Campaign Generator 11
Geotiles 12

Games Workshop 2 Warhammer 40,000


Space Hulk Revised Rules Version 2.1

Games Workshop 3 Warhammer 40,000


Space Hulk Revised Rules Version 2.1

Mission and Campaign Generator


Space hulk can be played as individual missions or as a full campaign made up of 2 or more
missions. Games can be played from predefined missions or by using the mission or campaign
generator as detailed below

Mission Generator

The creation of random missions follow these Choose Race


basic rules.
Players choose their race by one player rolling
• Payers generate a mission type 1xD6.
• Players choose their race
• Players generate a random map using the Dice Roll Race
geotiles
• Players choose their forces 1-3 Marines

4-6 Tryinids

Generate Mission Type


Generate Random Map
Roll 1xD12 and consult the following table.
Players then generate a map by randomly
Dice Roll Mission type choosing one of the ‘Left’ side Geotiles and
one of the ‘Right’ side Geotiles (see Geotiles
1 Seek and Retrieve section). The map can now be assembled.
2 Defend
Unless the mission details state otherwise, the
3 Rescue Marine player rolls 1xD6 to see how many
squads they have.
4 Establish a Perimeter

5 Revive and Retreat Dice Roll Number of Squads

6 Set and Run 1 1

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.

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Space Hulk Revised Rules Version 2.1

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

Available command units: Captain 1x Hormagaunt


1x Broodlord

Command Unit Support Unit


Allowed Once the Marine player has chosen their
command units and the Stealer player has
1x Sergeant armed with Storm Yes chosen their options, the Marine player then
Bolter and Power Sword.
chooses support units if applicable. They can
1x Terminator armed with
Storm Bolter and Chain Fist. if they wish, choose not to have support units
1x Terminator armed with in order to deny the Stealer player more
Storm Bolter and Power Glove. options.

1x Sergeant armed with Yes Available support units:


Thunder Hammer and Storm
Shield.
2x Terminators armed with Support Unit
Storm Bolter and Power Glove.
1x Terminator armed with a Heavy Flamer.
Librarian (Lvl 1) No 1x Terminator armed with Storm Bolter and
Power Glove.
Librarian (Lvl 2) No
1x Terminator armed with an Assault Cannon.
Librarian (Lvl 3) No 1x Terminator armed with Storm Bolter and
Power Glove.
Librarian (Lvl 4) No
1x Terminator armed with Lightning Claws.
Captain No 1x Terminator armed with Storm Bolter and
Power Glove.

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

6 1x Broodlord Rubble counters can be placed wherever the


Stealer player chooses as long they they do
not make it impossible for the Marines to
complete their objectives.

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Space Hulk Revised Rules Version 2.1

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.

Equipment The Stealer player will receive one Blip


reinforcement for every Marine command unit
5x Power Field Generators (Max 1) that started the mission. Remember, Captains
and Librarians count as a command unit each.
1x Gas Grenade
2x Crak Grenade
2x Frag Grenades ✥
1x Assaut Cannon reload (Max 1 per unit)

1x Heavy Flamer reload (Max 1 per unit) Special Unit Table

1-3 2x Feeder Tendrils


Remember, each Marine unit can only carry
one grenade each. The Assault Cannon unit 4-5 2x Hrmagaunts
can only receive one extra reload giving him a
max of two reloads. The Heavy Flamer unit 6 1x Acid Maw
can only receive one extra reload giving him a
max of only one reload..

For each equipment pack used, the Stealer


player rolls 1xD6 and receives one of the
following:

Tyranid Unit (for each equipment pack)

1-2 1x Rubble Counter

3-4 1x Jammed Door

5 1x Ambush Blip

6 Roll on Special Unit table

Jammed door counters can be placed next to


any door(s) the Stealer player chooses in
order to slow the Marines advance.

Play the Game

The mission details may state that the Stealer


player can place Blips at Stealer entry areas
(starting Blips) before the game then starts
with the Marine player. If so, roll 1xD6.

Dice Roll Number of starting Blips

1-3 1

4-5 2

6 3

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Space Hulk Revised Rules Version 2.1

Mission Types Rescue

Seek and Retrieve A Retreating squad must be rescued.

A Relic, Artefact or Essential piece of Map Setup


equipment is to be retrieved from the clutches
of the vile brood. Always played with two squads.

Map Setup The first Marines starting position is done as


normal by rolling 1xD6. The other is an M
The Marines starting position is also the exit point at the opposite side of the map chosen
point. by the Stealer player.

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

The Marines must establish a secured


perimeter from the foul beings.
Defend
Map Setup
A herd of Genestealers are heading towards a
group of unsuspecting Marines who must The Stealer player has starting Blips.
defend themselves.
Objectives
Map Setup
At each of the Stealer entry areas is a
The players takes turns to place Marine units Bulkhead which needs to be sealed. On open
within rooms and facing of their choosing ended straight corridor tiles, the bulkhead is
starting with the Marine player. located on the end square. On open ended
cross or tee junction tiles, the bulkhead is
Objectives located on the first square (the one that would
block all entry areas). Use the bulkhead
Depending on the number of squads the counters flipped on the open side. Marines
Marine has, the Stealer player has the can close them like normal doors but once
following number of blips. closed they cannot be opened again. When
closed, flip the bulkhead counter to the closed
side.
Number of Squads Number of Blips

1 30 Marines must close all the bulkheads. Any


other result is a win for the Stealer player.
2 45

3 60

The Marine player must kill all Stealer units.

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Revive and retreat Dice Roll Number of Explosive


Points
A squad of Marines have be left unconscious
and need to be revived. 1-2 1

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.

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Space Hulk Revised Rules Version 2.1

Passing Through Objectives

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 chooses the Marines exit


point. Must be different to the starting position. Activate the Console

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.

When assembling the map, keep the two sides Objectives


separate. One shall be the upper level and
one the lower level. The Marine player must activate the computer
console. Any other result is a win for the
Wherever the Marines starting position is, that Stealer player.
is the upper level.

The Stealer player chooses the Marines exit Delivery


point on the lower level.
An Essential piece of equipment is to be
The Stealer player rolls 1xD6. delivered.

Dice Roll Lift or Ladder Map Setup

1-3 Lift The Stealer player chooses the Marines exit


point. Must be different to the starting position.
4-6 Ladder
The Stealer player has starting Blips.
The Stealer player chooses the location of the
of the lift/ladder used for descending to the One of the Marine units starts with the item for
lower level. Must be at least 12 squares away delivery. The item can be passed to other
from a Stealer Entry Area. If this is impossible, units as normal.
place a dead end on an Entry Area.
Objectives
The Stealer player can only place blips on the
lower level once the first Marine unit walks At least one Terminator unit must exit the
onto the lift/ladder tile. board carrying the item. Any other result is a
win for the Stealer player.

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C.A.T Hunt Marine units collect the C.A.T unit by standing


on the same square as it. If the C.A.T unit
A C.A.T containing vital information is to be moves into a marine unit, it is automatically
retrieved. collected by that unit. A picked up C.A.T can
be passed as normal.
Map Setup The C.A.T unit can occupy the same space as
a Stealer unit. Stealer units will not attack the
The Marines starting position is also the exit C.A.T unit.
point. If a Marine unit carrying the C.A.T is killed, it is
dropped and continues moving as above.
The Stealer player chooses the starting
location and facing of the of the C.A.T to be Objectives
retrieved, must be center square of a room
(excluding the 4 way room). At least one Terminator unit must exit the
board carrying the C.A.T. A C.A.T unit that
The Stealer player has starting Blips. moves off the board via the Marines exit point
is a automatic win for the marines. Any other
The C.A.T always moves 6 squares in the result is a win for the Stealer player.
direction it is facing during the Rest Phase.
Roll 1x D6.

Dice Roll C.A.T movement


command

1-2 Take first left

3-4 Take first right

5-6 Carry on straight

The C.A.T unit never cuts corners. If the C.A.T


hits a wall, a jammed door or entry area, it will
just stop and turn. Roll 1xD6.

Dice Roll Turn direction

1-2 Turn left

3-4 Turn right

5-6 Turn 180

Non-jammed doors will automatically open and


then close for the C.A.T but it can never end
it’s movement on a door square (just move it
one square forward.

A C.A.T unit that starts it’s movement in a


room and gets a ‘Take first left’ or ‘Take first
right’ command, it will only turn left or right at
the centre square (and only if there is an exit
left or right.

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Campaign Generator Mission 4

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

Mission 1 The Marine player must win mission 4 and at


least one of the first three to win the campaign.
Roll 1xD6.

Dice Roll Mission

1-2 Seek and Retrieve

3-4 Establish a Perimeter

5-6 Delivery

Mission 2

Roll 1xD6.

Dice Roll Mission

1-2 Passing Through

3-4 Descend

5-6 C.A.T Hunt

Mission 3

Roll 1xD6.

Dice Roll Mission

1-2 Revive and Retreat

3-4 Regroup

5-6 Rescue

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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.

Left Side Right Side

Dice Roll Map Page Dice Roll Map Page

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.

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Left Side Map 01

M1 R5 ⓷ ⓶ R4 ▶

O ⓸

M2

⓹ R3 O R2 R1 ▶

R6

O ▶

M3

Room - 3(1) Cross - 4 Tee - 3 Corner - 2 Dead-End - 0 Special - 0


Straight(1) - 2 Straight(2) - 5 Straight(3) - 2 Straight(4) - 2 Straight(5) - 1 Door - 10

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Left Side Map 02

M1

O O

O ▶

M3 ⓹

R4

R3 ⓵

⓷ R2 R1 ▶

R6 R5

O ⓸ ▶

M2

Room - 3(1) Cross - 4 Tee - 4 Corner - 2 Dead-End - 0 Special - 0


Straight(1) - 2 Straight(2) - 5 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10

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Left Side Map 03

M1

⓹ R6 ▶

O O

⓸ R2

M2 ⓶ R4 ⓵ R1 ▶

R3

R5 O

M3

Room - 3 Cross - 4 Tee - 4 Corner - 2 Dead-End - 0 Special - 0


Straight(1) - 2 Straight(2) - 5 Straight(3) - 3 Straight(4) - 2 Straight(5) - 0 Door - 10

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Left Side Map 04

M2

O ▶

R5

R4

⓶ R2 ⓵ O ▶

R6 R1

O ⓺ ⓸

R3

O ▶

M1 M3

Room - 3(1) Cross - 4 Tee - 3 Corner - 3 Dead-End - 0 Special - 0


Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 1 Straight(5) - 0 Door - 10

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Left Side Map 05

M1

⓺ ⓹ R5 ▶

M3 O R3 ⓶

R6

O R2 O R1 ▶

⓸ R4 ⓷ O ▶

M2

Room - 4(1) Cross - 4 Tee - 4 Corner - 3 Dead-End - 0 Special - 0


Straight(1) - 2 Straight(2) - 5 Straight(3) - 1 Straight(4) - 2 Straight(5) - 1 Door - 10

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Left Side Map 06

M1

O R1 ⓹ R4 ▶

O R6

⓵ R2 ▶

R5

M3 R3 ⓷ ⓶ ▶

M2

Room - 2 Cross - 4 Tee - 4 Corner - 3 Dead-End - 2 Special - 0


Straight(1) - 1 Straight(2) - 5 Straight(3) - 3 Straight(4) - 2 Straight(5) - 2 Door - 9

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Left Side Map 07

M2

O R1 ⓵ O ▶

R6

R3 R4 O ⓷ ▶

M3 ⓺

R5

⓶ R2 ▶

M1

Room - 4(1) Cross - 4 Tee - 4 Corner - 2 Dead-End - 2 Special - 0


Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 0 Door - 10

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Left Side Map 08

M2

⓷ O R3 ⓸ O ▶

R4 ⓶

⓹ R1

M3 R6 ⓵ R5 ▶

R2

M1

Room - 3(1) Cross - 4 Tee - 4 Corner - 2 Dead-End - 1 Special - 0


Straight(1) - 2 Straight(2) - 3 Straight(3) - 2 Straight(4) - 2 Straight(5) - 0 Door - 10

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Left Side Map 09

M2

O ⓶ R1 ▶

R5 R6

O ⓸

⓺ ▶

⓷ O R2

R3 ⓵

R4

M3 ⓹ O ▶

M1

Room - 4(1) Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 0


Straight(1) - 2 Straight(2) - 4 Straight(3) - 2 Straight(4) - 1 Straight(5) - 0 Door - 10

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Left Side Map 10

⓸ R3 ▶

M2 R6

R1

O ⓵ ▶

⓹ R2

R4

⓷ R5 ▶

M3 M1

Room - 2 Cross - 4 Tee - 4 Corner - 3 Dead-End - 0 Special - 0


Straight(1) - 1 Straight(2) - 4 Straight(3) - 3 Straight(4) - 0 Straight(5) - 1 Door - 9

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Left Side Map 11

R3 ▶

M2

⓵ R1 ⓸ R6 ▶

R4

R5

⓶ R2 O ⓺ ▶

M3 O

M1

Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 0


Straight(1) - 0 Straight(2) - 4 Straight(3) - 2 Straight(4) - 0 Straight(5) - 1 Door - 10

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Left Side Map 12

R2

⓹ ▶

M2

⓶ ⓺

R5

O R1 ⓵ R3 ▶

R6

M1 ⓷ R4 ▶

M3

Room - 3(1) Cross - 4 Tee - 4 Corner - 0 Dead-End - 0 Special - 0


Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10

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Right Side Map 01

M6

◀ R2 ⓷

R6

R3

⓵ ⓸ R1 O

R5

⓶ M4

◀ O R4 ⓹

M5

Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 0 Special - 1


Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10

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Right Side Map 02

◀ R6 ⓸ R3

R2

O M4

◀ ⓵ R5

R1

◀ O R4 ⓶ O M6

M5

Room - 2 Cross - 4 Tee - 3 Corner - 3 Dead-End - 2 Special - 1


Straight(1) - 1 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10

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Right Side Map 03

O M6

◀ R6

⓷ R1

R2 ⓹

R5

◀ ⓶ R3 O M4

R4

O O

◀ ⓺

M5

Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 2 Special - 1


Straight(1) - 2 Straight(2) - 5 Straight(3) - 3 Straight(4) - 1 Straight(5) - 1 Door - 10

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Right Side Map 04

◀ O M4 M6

⓷ O R3

R1 R6

◀ ⓹ ⓶

R2

R5

◀ O R4

M5

Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 0


Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10

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Right Side Map 05

◀ R1 O

R2

R4

⓵ O

◀ O ⓶

R3 M6

⓹ O

R6

◀ R5 ⓸

M5

M4

Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 1


Straight(1) - 2 Straight(2) - 5 Straight(3) - 3 Straight(4) - 1 Straight(5) - 1 Door - 10

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Right Side Map 06

◀ R1 M6

R4 ⓵

R5 M4

◀ ⓷ O R2 M5

R6

◀ R3 ⓺

Room - 2 Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 1


Straight(1) - 2 Straight(2) - 3 Straight(3) - 3 Straight(4) - 1 Straight(5) - 1 Door - 10

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Right Side Map 07

M6

◀ R1 ⓵

R2

R6 O M4

◀ R5 ⓸

R3 ⓶

◀ R4 ⓷ O M5

Room - 3 Cross - 4 Tee - 4 Corner - 1 Dead-End - 0 Special - 1


Straight(1) - 2 Straight(2) - 3 Straight(3) - 3 Straight(4) - 1 Straight(5) - 1 Door - 10

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Right Side Map 08

M6 M4

◀ R1

R2

⓵ R6

◀ R5 ⓸ R3 ⓹ M5

O O

◀ R4 ⓷ O

Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 1


Straight(1) - 2 Straight(2) - 5 Straight(3) - 1 Straight(4) - 0 Straight(5) - 1 Door - 10

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Right Side Map 09

◀ O M5

⓶ ⓺

R1

R2 O

R5

⓵ O

⓷ R4 ⓸

R3 M6 O

M4

R6

◀ ⓹

Room - 3 Cross - 4 Tee - 4 Corner - 2 Dead-End - 0 Special - 1


Straight(1) - 2 Straight(2) - 2 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10

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Right Side Map 10

◀ ⓸ ⓹ R1

M5

R5 ⓺

R4

◀ R3 ⓵ R2 O M4

R6

◀ O

O M6

Room - 3 Cross - 4 Tee - 4 Corner - 2 Dead-End - 2 Special - 0


Straight(1) - 1 Straight(2) - 5 Straight(3) - 2 Straight(4) - 2 Straight(5) - 1 Door - 10

Games Workshop 34 Warhammer 40,000


Space Hulk Revised Rules Version 2.1

Right Side Map 11

◀ O ⓵ R6 O

M5

R2

R4

◀ R1 ⓺ ⓶

M4

R5

⓷ ⓹

◀ R3 O

M6

Room - 3 Cross - 4 Tee - 4 Corner - 2 Dead-End - 0 Special - 1


Straight(1) - 1 Straight(2) - 3 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10

Games Workshop 35 Warhammer 40,000


Space Hulk Revised Rules Version 2.1

Right Side Map 12

M6

⓸ R1 O

R6

R5

◀ R3 ⓶ R4 O M4

◀ O ⓷ R2 ⓺

M5

Room - 3 Cross - 4 Tee - 3 Corner - 3 Dead-End - 1 Special - 1


Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10

Games Workshop 36 Warhammer 40,000


Space Hulk Revised Rules Version 2.1

Games Workshop 37 Warhammer 40,000


Space Hulk Revised Rules Version 2.1

Games Workshop 38 Warhammer 40,000


Space Hulk Revised Rules Version 2.1

Games Workshop 39 Warhammer 40,000


Space Hulk Revised Rules Version 2.1

Games Workshop 40 Warhammer 40,000

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