Multi-Level Maps

As mentioned before, space hulks are huge. Not only are they long and wide, they are also tall, and have many levels. Some missions make use of this extra dimension and provide ways to access the multiple levels.

Again, mission maps do not cover the entire space hulk itself but represent just a small section and may include a few levels that are positioned above one-another or are at least in proximity. How, exactly the levels overlap will be detailed on the mission map.

Multi-level maps will always have a bottom level and a top level. Maps that consist of more than two levels will have 1 or more middle levels. Missions may give the levels numbers, letters or even names, but for the purpose to explain interacting with multiple levels in this book, as interactions will always be between two levels at a time, there shall be an upper level and a lower level. The upper level is always the level above the lower level.

Combat between Levels

Close Assault

Marine units cannot initiate close assault between adjacent levels, although a Tyranid (Genestealer, Corripiofax, Hormagaunt, Broodlord) unit can. Its target must be in either the space directly above or below it (a Marine unit can only ever be directly above a Stealer when at the top of a Ladder). When attacked from above or below, a Marine can never harm their attacker. If they win or tie, they remain on the square and they do not change facing. A Marine is never considered locked into a Tyranids CAZ when being attacked from above or below.

A Unit’s facing has no effect when engaging in close assault between levels.

Tyranid (Genestealer, Corripiofax, Hormagaunt, Broodlord) units attacking Marines from above or below can still count towards ganging up and because of this extra dimensional attack vector, the following additional bonuses are provided (just to cover all possible situations):

  • 5 on 1 – Attacker unit gets a +5 CAB
  • 6 on 1 – Attacker unit gets a +6 CAB

Ranged Assault

Ranged assault works exactly as normal across levels, with viable targets being limited to the reduced LOS. Extra care is needed when considering weapon choice as a blast radius will extend up and down as well as outwards.

The exact workings of how each weapon works across levels will be covered in detail in the Weapons section.

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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