Tyranid Entry Areas

Unless specifically stated in a mission briefing, Stealers enter the game board as Blips via Tyranid Entry Areas. So as not to be confused with Marine Entry Areas, Tyranid Entry Areas are represented with the purple arrow counters.

There are two types of Tyranid Entry: 

  • Normal Entry Area 
  • Pitfall Entry Area

Normal Entry Area 

A Normal Entry Area is placed at the end of a corridor section. They represent where the corridor continues but is not necessary to show for the mission.  Space hulks are far too large to create a single game board for and so mission maps represent just a small section that are relevant for the mission.  

Pitfall Entry Area 

A Pitfall Entry Area is where Tyranids enter the board from another floor of the Space Hulk not shown on the map. 

They are represented with a Pitfall counter with a purple arrow counter off-board nearby to show that it is an Entry Area.

Inbound and Ready-to-Enter sections 

All Tyranid Entry Areas are divided into 2 sections and an Entry Square: 

  • Inbound 
  • Ready-to-Enter

Each Inbound section can contain a maximum of 3 Blips. The Ready-to-Enter area can hold a maximum of 3 Blips or 2 Blips and up to 3 converted Tyranid units. 

Maximum limits, 3 Blips Inbound and 3 Blips Ready-to-Enter
Maximum limits, 3 Blips Inbound, and 2 Blips with up to 3 converted Tyranid units Ready-to-Enter

They also have an Entry Square.  This is the square the Tyranid unit’s first move to when entering the board. It costs 1AP to move a Blip or Tyranid unit from the Ready-to-Enter section to the Entry Square.

Lurking

Blips and Tyranid units can lurk in the Ready-to-Enter section for as long as they like if the Tyranid player so wishes. However, they may be preventing new Blips in the Inbound section from moving forward to the Ready-to-Enter section if the section is at maximum capacity.

Genestealer unit Lurking in the Ready-to-Enter section.

Converted units can only engage in close assault with Marine units that are standing on the Entry Square (except for at Pitfall Entry areas as Marines cannot stand on those squares). More than one Tyranid units at Entry areas will gain Ganging up bonuses.

Marine units cannot shoot or engage close assault with Tyranid units in Entry Areas. They can only defend themselves.

The Genestealer can Engage in Close Assault with the Marine unit. The Marine can only defend himself.
Here, the Genestealer units gain a +2 CAB Ganging Up bonus against the Marine unit.
This Blip CANNOT Engage Close Assault with the Marine for two reasons; 1, The Blip is within the Inbound Section and has not reached the Ready-to-Enter section yet. 2, Blips cannot engage in Close Assault.
Although this Blip is within the Ready-to-Enter section, it will have to be converted first, before being able to Engage in Close Assault with the Marine unit.
This Marine unit CANNOT fire Ranged Assault against any units within an Entry Area.

Starting Blips

The Tyranid player starts the game with 1 Starting Blip. This amount can change during the team setup, depending on the Marine units being used.

Starting Blips are placed at the Ready-to-Enter section of the Entry Areas. This is the only time Blips are first placed at the Ready-to-Enter section.

Starting Blips are placed at the Ready-to-Enter section.

Placing Reinforcement (Inbound) Blips 

When placing a new reinforcement Blip at an Entry Area, place the Blip in the Inbound section (approx. 1” away).

During the Reset phase, all incoming Blips are moved forward, so they are touching the board piece. They are now ready to enter. 

If Blips are lurking in the Ready-to-Enter section, then only enough Blips can move from the Inbound section to the Ready-to-Enter section that maintain the 3 Blips per section rule. Otherwise, Blips will have to remain in the Inbound section.

Moving Off-Board

Once entered onto the map, Tyranid and Blips may NOT move back off-board into Tyranid Entry Areas, Marine Exit Areas or Marine Starting Areas.

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.

www.games-workshop.com