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Space Hulk House Rules

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.

3. *Place 12 to 18 inner doors.

4. *Place 10-20 Coffers.


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.

2. The game lasts 5 turns. See below for scoring points

3. Proceed as per standard WH40K rules.


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.

No deep strike, infiltrators or Scouts rules.

c.

No units above heavy infantry. No vehicles.

d.

Jump infantry may not leapfrog obstacles, doors or units.


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.

Space Hulk Reliquary Coffers Table


Roll 4d6; consult table below:
4: Booby trapped! 2d6 models in the squad take a strength 4 hit. Roll to wound and save as normal.
5: EMP Bomb! The squad is automatically pinned for one round.
6: Tyranid attack! The squad spends this and the next round wiping out Tyranids. The squad loses a turn but the player gains a point.
Locked in combat.
7: Teleportation Field! The squad is teleported using deep strike but with inertial guidance. The only mishap is if scattered off the edge.
The player may not decline the teleport.
8: Medical Supplies! The squad gains Feel No Pain for the rest of the game. If the squad already has this rule, it becomes 3+.
9: Alien Weaponry! The squad gains the Counter Attack rule for the rest of the game. If the unit already has this rule, they gain +1
initiative for the rest of the game.
10-12: Empty
13-14: Mysterious Artefacts! You gain a point!
15: Symbiotic Armor Enhancements! The squads armor is reduced by one. If this would reduce a model to a save of 1+, then the
bonus is made to invulnerables. No save can be lowered to 1+.
16: Automated weapons control! the player may select one enemy squad for each opponent and force it to take 1d6 strength 4 hits.
Roll to wound and save as normal.
17: Otherworldly Data Core! You gain 2 points.
18: Alien Prisoner! You gain 3 Points.
19: Security Clearance! The squad Automatically open doors.
20: Sabotage! The entire squad must make a dangerous terrain test.
21: Alien Targeting Devices! The squads BS is increased by one for the rest of the game.
22: Hidden Weapons Locker! The squad receives either an additional flamer, meltagun, plasma gun, or power weapon. Player choice.
23: Infected! An alien plague is unleashed upon the squad, making them Slow and Purposeful. If the squad already has this rule, they
may only roll one die for movement.
24: Demonic Curse! The unit has its Weapon Skill lowered by one for the rest of the game.
Scoring points: The game is annihilation and lasts five turns. If a player has his total force destroyed before five turns, he loses no

matter how many points he has acquired.
1 point for destroying door
1 point for opening Coffer
1 point for destoying a unit
1 point for Killing the Warlord
Player with highest points and still has units on the table is winner!

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