Command Points

Marine squads sent into the Space Hulk are in constant communication with a command centre back on the assault vessel.  Each squad is under the command of a Lieutenant, who monitors Terminator progress via small cameras mounted on the squad’s helmets, integrating their movement within that of the entire assault team.

These Lieutenants are often quite helpful in combat, urging the Marines on to greater efforts, pointing out advancing Stealers that the Marines might not have seen, offering tactical suggestions and so forth.  In Space Hulk, these Lieutenants are represented by Command Points.

Tyranids do not have Command Points.

Gaining Command Points

Marine units gain use of Command Points (CPs), via the Tactical cards. Different cards will have different values on them, and you will only have what is in your hand available to choose from.  Choosing cards with higher values on them will provide you with more Command Points for this turn but will also mean you will not be able to use the Tactical or Psychic Ability sections of that card.  Remember, only one section of a Tactical Card can be played, and the card is discarded.

The Marine player does not have to use Command Points for a turn.  In fact, not doing so will provide the Marine with an extra Tactical Point accumulation during the Reset Phase.  This would represent the overlooking Lieutenant providing tactical rather than action support.

To gain Command Points, the Marine player declares they wish to gain Command Points.  They then place the Tactical Card from their hand with the chosen CP value next to the Command Panel, face down so the Stealer player cannot see the value.

Spending CPs

Command Points are exactly like Action Points, except that you can spend them on any of your Marines, active or inactive, and you can spend them during your Action Phase and the Tyranid Action Phase.  You can spend CPs on any Marine in any way you wish.  In fact, you can spend CPs on one Marine while another is active; the active Marine does not become inactive as a result.  You can also spend CPs in combination with Action Points (thus you can spend 1AP and 1CP to have an active Marine perform a 2AP action).

The Marine player has 4CPs. Marine unit A uses 3APs to move, rotate left and move again. Using it’s last 1AP and 1CP, the Marine unit can go on Overwatch. The Marine player now has 3CPs remaining.
Marine unit B uses 3APs to move 3 squares forward. Using it’s last 1AP and another 1CP, the Marine unit can go on Overwatch. The Marine player now has 2CPs remaining.

A Marine player can only ever have a maximum of 6CPs. Every time one CP is used, the Marine player must move the CP marker on the Command sheet up by 1. This is so the Stealer player can see how many have been used. 

The total amount of CPs available to the Marine player is kept secret and is only revealed during the Reset phase so the Stealer player can check the amount used was correct. Because the maximum CP allowance is 6, the Stealer player can only guess at how many possible CPs the Marine player has left at any time (unless of course they have used all 6 and then it’s obvious that they have none left).

Spending CPs in the Tyranids Turn

You can spend CPs on a Marine unit during the Stealers Action Phase; however, you may only do so if your Marine unit sees a Stealer perform an action.  This represents the Lieutenant seeing the movement through the Marine’s vidcameras)

To see a Stealer, your Marine unit must have a Line of Sight (LOS) to the Stealer at the end of its action.  You must declare that you wish to use a Command Point at that moment, which may be halfway through a Stealer unit’s movement.

  1. In order to spend a CP, a Stealer unit must perform 1 Action in the LOS of a Marine unit. 
  2. The Marine player must declare that they wish to spend a CP point at that moment. 
  3. Any Marine unit (but only one) that had LOS to that Stealer unit may now spend 1 CP to perform a 1 AP Action. 
  4. Once that Action is completed, the Stealer player continues. 
  5. To spend more available CP’s, follow steps 1-4.
During the Tyranid players turn, a Genestealer is moved into the LOS of a Heavy Flamer Marine. The Marine player declares they wish to spend a Command Point.
The Marine player then spends 1CP to fire a small flame shot at the Genestealer.

Credits

  • Original Game Design: Richard Halliwell.
  • This Advanced Edition Revision: Ken Allen
  • Original Expansions and Revisions Design: Jervis Johnson, Matt Forbeck and Andy Chambers.
  • Additional Material: Paul Murphy, Alex Goh, Dean H. Bass and Martin Kay.
  • Illustrators: Dave Andrews, John Blanche, Wayne England, David Gallagher, Jes Goodwin, Pete Knifton, Ian Miller, Steve Tappin, Kevin Walker, Paul Bonner, Fangorn, Mark Gibbons, Paul Green, Gary Harrod, Tony Hough, Richard Wright, Tony Ackland, Nick Coleman and Ken Allen.
  • Tactical Cards and Additional Counter Designs: Ken Allen
  • Copyright: All original game design, artwork, concepts and story are owned by Games Workshop: UK – Games Workshop, Willow Road, Lenton, Nottingham, NG7 2WS – US – Games Workshop, 6711 Baymeadow Drive, Suite A, Glen Burnie, Maryland 21060-6401 – Australia – Games Workshop, 23 Liverpool Street, Ingleburn, NSW 2565 – Canada – Games Workshop, 2679 Bristol Circle, Unit 3, Oakville, Ontario, L6H 6Z8

The owner of this web site advises visitors to buy original products, where available, from Games Workshop. The contents of this site are intended as additional fan-made material for existing owners of the original editions of Space Hulk by Games Workshop only.

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