Games PC Space Hulk-vengeance Of The Blood Angels
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These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
Game: SPACE HULK (2nd Edition) Pub: Games Workshop (1989) Page 1: Rules summary front Page 2: Rules summary back
Dec 2008
For best results, print on card, laminate and trim to size.
Decide on a mission, set up the board and position models. The Genestealer player takes the blip counters, shuffles them and places them in a face-down stack. Each squad of Space Marines has 12 Flamer markers with a Flamer Reload marker at the bottom of each pile.
Blips are brought onto the board via Mission-designated entry areas. Entry areas cannot be shot at by Marines. Placing Blips A maximum of 3 blips are placed on the table just outside the entry area before any Genestealer movement. Once on the board blips or Genestealers cannot move off again unless stated in the Mission. Blips can lurk safely off-board in an entry area for as long as desired. Marines can also force blips or Genestealers to stay lurking, for one turn only, by being 6 or less squares away from the entry point square at the start of the Genestealer phase. Converting Blips Blips may be converted at any time during the Genestealer phase before they move. Replace the blip by the indicated number of Genestealers. The first is placed on the blip square; other models must be placed in squares adjacent to the first, but none may be placed where Marines can see them or in closed door squares. Those that cannot be placed are lost. If a Marine moves to see a blip, or a blip isrevealed by the destruction of a model or door, it is converted immediately. The Marine player can choose which squares to place the Genestealers in, and their facing, as above. The models may be in his line of sight. If a blip is converted by the destruction of an intervening model, a model placed in an adjacent square to the destroyed model may be killed by overkill fire. Genestealers cannot be revealed in flamed squares. Blips may be converted off-board by the Genestealer player, but must be moved onto the board that phase or be lost. Decoy blips are discarded if revealed.
Shooting
Space Marines can fire at targets if they are in line of sight, within fire arc and weapon range, and the model can pay the action point cost. Roll the 2 Shooting dice; if either shows a hit the target is destroyed. Line of Sight Marines can see to the front or side for an unlimited distance if nothing is blocking their view. When approaching a room, squares in the corner and sides cannot be seen until the model is at least in the doorway. Fire Arcs Space Marines can only fire at targets within a 90 fire arc (ie. three squares in front, then five, then seven etc). Sustained Fire A stationery Space Marine that misses with his first shot has a better chance of hitting with his second and subsequent shots he may count the hit symbol and the sustained fire symbol as a hit. Once he changes target or moves the bonus is lost. Overkill Fire If both dice hit (including sustained fire hits), any target adjacent to the original target (which could have be shot at once the original target had been removed) is also killed. Overkill fire can be used to destroy doors, and never affects Space Marines. Overwatch Fire A Space Marine with a storm bolter may be placed on overwatch for 2 APs. Place an overwatch counter next to the model. All marines on overwatch must shoot at a Genestealer that performs any action in his fire arc within 12 squares, even if it is the Genestealers turn. It costs no action points to fire. A Genestealer that disappears from view cannot be fired at however. There is no sustained fire bonus for overwatch fire. Any other action, close combat, and the end of the Genestealer phase all take the Marine out of overwatch. Jammed Storm Bolters When making overwatch fire rolls the Jam dice is also rolled; if the dice shows a Jam the fire is resolved and the weapon then becomes jammed. Overwatch is lost and the model cannot fire again in the Genestealer phase. Unjamming a storm bolter costs 1 AP.
Turn Sequence
Note any special rules for the mission.
1. Space Marine Phase
Roll d6 for command points Move and fight Record keeping
2. Genestealer Phase
Determine reinforcements (blip counters) Move and fight Record keeping
3. End Phase
Move Turn counter on one square Command Points Space Marine player rolls a dice for Command Points for the turn, keeping track of these on the Command Point track of the Control Panel. Any points not used in a turn are lost. Command points may be used to give models extra action points and can be used on any Marine at any time during the phase, even if that Marine has finished his move. Genestealer Reinforcements Genestealers get reinforcement blips from the top of the stack placed on Genestealer entry areas each turn as indicated by the Mission.
Models may open and close doors within one of the three squares of the models front facing. A door cannot be closed if there is a model in its square. Doors can be destroyed by storm bolter fire but not flamer fire. The rules for sustained fire and overkill apply. Doors can be attacked and destroyed by rolling a 6 on the usual amount of close combat dice. Bulkheads are always placed as open doors at the start of a mission; once closed they cannot be re-opened, and they can never be destroyed.
Actions & Movement
Space Marines get 4 AP and Genestealers/Blips get 6 AP to use for movement and fighting. All actions must be completed with a model before moving on to the next, with the exception of using command points. Movement A model cannot move into an occupied square. Check facing, as turning a model costs APs. Models cannot face diagonally. Blips have no facing and do not have to pay to turn. Models and blips can move diagonally unless both adjacent squares are blocked.
Heavy Flamers Marines cannot move and fire with the flamer, and they cannot be used on overwatch. Maximum range is 12 squares. The flamer has 12 shots and may be reloaded at any time for 4 APs, depending on the number of reloads allowed by the mission. Place a Flamer marker on the square where you want the shot to hit (subject to the usual target rules). If the square contains a Genestealer place the model on top of the template. The Genestealer model only survives on a 6 on a d6. Surviving models must move out of the square in its next phase or be hit again. One shot can consist of as many flamer markers as the Marine wishes and has left. Subsequent flamer markers must be placed in a square adjacent to the last, and within range and fire arc. Markers can also be stacked, ensuring the blaze lasts longer (2 max). Flamer markers cannot be placed in a square with a closed door in it, nor can a door be closed on a marker. A marine may discard remaining markers and reload 12 (if he has them to hand) at no AP cost. Once a shot is finished, the flamer markers block movement and lines of sight for bolter or flamer shots.
Action Points
Move or Action Move forwards 1 square Move backwards 1 square Move sideways 1 square Turn 90 degrees Turn 180 degress Fire storm bolter Set overwatch Clear jam Move forwards and fire Move backwards and fire Turn 90 degrees and fiire Turn 180 degrees and fire Fire heavy flamer Reload heavy flamer Close combat Open or close door
Space Marine 4 AP - 1
Genestealer 6 AP 1 free 1 - - - - - - - - - 1 1
Blip 6 AP 1 - 1
Close Combat
A model may attack a target in its front middle square (1 AP). Blips must be converted to Genestealers to attack. Space Marines roll the red d6 and Genestealers roll the 3 blue d6s and can choose the highest score. The lowest scorer loses and is removed from play. A draw means neither model is harmed. Side or Rear Attacks If a model is attacked from the side or rear and wins, the attacker is not killed but the defender may now turn and face the attacker at no action point cost. Space Marine Sergeants A sergeant receives a +1 to his combat roll and may also parry an attack to his front only. After rolling dice the player may choose one of the Genestealer players dice and force him to re-roll it.
Record Keeping
At the end of the Marine phase one flamer marker is removed from each square flamed. At the end of the Genestealer phase any flamer markers still on the board are removed and all overwatch markers are removed (apart from those turned over to indicate a jammed bolter). At the end of a full turn the Turn counter is moved one square along the track.
Enter the Space Hulk
++Incoming Transmission Level Red ++ Blood Angels Mission Briefing 7362-1 Brother Sergeant Lorenzo: Assemble your Terminator squad and assault space hulk ++Sin of Damnation++ via boarding torpedo. Extreme Genestealer infestation aboard. Your objective is to destroy the forward launch control rooms. Expect heavy resistance. Estimates: 44% chance of mission success with 86% squad
casualties
++End Transmission++
Fifty metres down this corridor to the launch control ante-chamber, Brother Sergeant. We should be able to reach the control rooms through there. No signs of hostiles detected. Brother Omnios auspex retracted into his power fist as he finished his scan. Very well, Sergeant Lorenzo nodded. Brothers, we advance. I shall take point, Brother Goriel is rearguard. The squad moved without hesitation, massive sets of Tactical Dreadnought Armour filling the narrow passageway. The Terminators size forced them to proceed single-file down the corridor. Lorenzo led, his crackling power sword held ready while he quickly and methodically checked each side passage for signs of the foe. I am suspicious, Brother Sergeant, Brother Zael spoke quietly over his auspex. There should be xenos here. Why leave a vital location without defences? Who can understand a beastial xenos mind? Lorenzo responded. Beware the thoughts of the alien, Brother. They had almost reached the ante-chamber when Brother Omnios auspex began pinging. The squad immediately froze. One contact, unclear signal strength. Ten metres and closing. Direction? Lorenzos eyes narrowed and he raised his storm bolter to cover the empty corridor in front of him.directly in front of us, Omnio said slowly as he checked his auspex. Five metres. I see nothing, Brother Deino growled, his weapons optical sight probing a side passage.
One metre. They are beneath us! Lorenzo yelled. Without hesitating, he levelled his storm bolter. The deck exploded and shattered as he pulled the trigger, revealing dozens of blood thirsty Genestealers scrambling towards him from the dark passageway below. Lorenzo held the trigger down, scything the bolts back and forth as the deck plating gave away below him and he tumbled forward. He sank into the crawlspace up to his waist, clutched at by alien talons. Even as his sword hewed through the genestealers in a blizzard of limbs and ichor, their claws lashed out, drawing deep gouges through his armour. He lifted his sword, and his voice roared over the constant thunder of the storm bolters. By our fury, they shall know the Emperors name! Forward, for Sanguinius and the Red Grail!
Introduction
In Space Hulk: Death Angel the Card Game, one to six players take control of a squad of Blood Angels Space Marines and venture deep into a massive Space Hulk to eliminate the Genestealer threat. Death Angel is unique in the fact that it is a co-operative game, that is, all players win or lose the game together! Unless stated otherwise, this rulebook assumes that you are playing with four or more players. Rules for one to three players are slightly different and described on page 30.
Component List
This Rulebook 128 cards consisting of: -- 18 Action Cards -- 2 Brood Lord Cards -- 30 Event Cards -- 36 Genestealer Cards -- 22 Location Cards -- 12 Space Marine Cards -- 8 Terrain Cards 12 Support Tokens 6 Combat Team Markers 1 Combat Die
Component Breakdown
Action Cards
These cards are used by players to perform a number of activities with their Space Marines. This includes attacking Genestealers, moving to more strategic positions, and supporting their battle-brothers in combat. These cards are colour coded, with three cards matching the colour of each combat team.
Brood Lord Cards
These Genestealers are deadlier than normal Genestealers. They are never shuffled into the Genestealer deck and are only used when instructed by a special Location card.
Event Cards
One of these cards is drawn each game round, and represents thematic effects that can benefit or harm the Space Marines. The information on the bottom of these cards is used to move Genestealers and spawn new ones into play.
Genestealer Cards
These cards are used to represent hostile creatures that want nothing more than to rip Space Marines into tiny bits. They can be placed face down in a blip pile, or face up engaged with a Space Marine card.
Location Cards
These cards represent the different places within the Space Hulk that Space Marines can travel to. Each Location has different effects and terrain which greatly changes the feel of the game. Three of these cards are destinations which the Space Marines need to reach in order to win the game while four others are used during setup.
Space Marine Cards
These cards represent an elite squad of Space Marines which players control throughout the game. The coloured background of each of these cards is used to identify which combat team it belongs to.
Terrain Cards
These cards are placed next to Space Marine cards as instructed by Location cards. They mark the specific positions where Genestealers may spawn, and may have specific abilities listed on them.
Support Tokens
These tokens represent the combined fire and aid that Space Marines provide for each other, and are used to reroll a die when attacking or defending.
Combat Team Markers
These markers are chosen by each player at the start of the game to show which colour(s) of Space Marines are under his control.
Combat Die
This die is mainly used to determine the result of Space Marine and Genestealer attacks.
Before playing a game of Death Angel, players must perform the following steps in order: 1. Setup Decks: Shuffle the Genestealer deck and Event deck separately, and place them at the top of the play area within easy reach of all players. 2. Setup Starting Location: Find the Setup Location card for the appropriate number of players (printed on the card), and place it in the centre of the play area. 3. Setup Location Deck: Shuffle each numbered deck of Location cards separately. Then create a deck of random face down Location cards based upon the instructions on the Setup Location 2 card. For example, if the card lists 1C 4, the players would create a deck of four 3 Location cards, with a random 4 Location card on the bottom and a random 1C Location card on the top. This deck will be used when players travel to new locations (see page 25). 4. Choose Combat Teams: Starting with a random player and proceeding clockwise, each player chooses a Combat Team Marker. If playing with three or less players, proceed around the table more than once (see page 30). Each player keeps his chosen Combat Team Marker(s) face up in front of himself to inform all players which colour Space Marines are under his control. Each player then gains all Action cards matching his combat team(s) to form his hand of Action cards. Return all unused Combat Team Markers to the game box along with each Space Marine and Action card matching its colour. These markers and cards will not be used during this game.
5. Setup Formation: Take all Space Marine cards matching all players Combat Team Markers and shuffle them thoroughly. Since these cards show information on both sides, they should be shuffled under the table or cut by one player after shuffling. Then deal out one Space Marine card at a time, starting just below the Setup Location card, to form a vertical line of Space Marine cards (see diagram on page 9). This line of cards is known as the formation. The cards on the top half of the formation are flipped so that they are facing left (see Facing and Range on page 19), while the other half are flipped to face to the right. Therefore in a four player game, the top four Space Marine cards are flipped to face towards the left, while the bottom four are flipped to face towards the right (see diagram on page 9). 6. Place Support Tokens: Place all Support Tokens and in a common pile easy reach of all players. 7. Setup Terrain Cards and Blip Piles: Terrain cards are set up according to the Setup Location card (see Place Terrain Cards on page 26). Then place a number of Genestealer cards face down in each blip pile adjacent to the Setup Location card (as listed on the Setup Location card see Blip Piles on page 20). 8. Spawn Starting Genestealers: Draw the top card of the Event deck, and spawn Genestealers as listed on the activation area of the card (see Spawning Genestealers on page 21). All other information on this card is ignored. Then discard this card. After each player has drawn his Action cards, players begin the game by proceeding to the first game round.
Setup Diagram
(4 player game)
1. Genestealer Deck 2. Location Deck 3. Event Deck 4. Left Blip Pile 5. Setup Location Card 6. Right Blip Pile 7. Terrain Cards 8. Pile of Unused Support Tokens 9. Swarms of Genestealers 10.A Players Combat Team Marker and Hand of Action Cards 11.Space Marine Cards in the Formation
Object of the Game
The object of the game is for the Space Marines to travel to the final Location card in the deck and fulfil the winning condition listed on the card. Players can also win by eliminating all Genestealers in the formation and in both blip piles while at the final Location. As soon as they fulfil one of these conditions, all players win the game. If all Space Marines are slain before attaining victory, all players lose the game. In the odd circumstance that the last Space Marine is slain at the exact same time that the players fulfil Space Marine victory, the players win!
Playing the Game
This section describes the basic rules for playing Death Angel, mostly focusing on the phases of a game round.
A Game Round
Death Angel is played over a number of game rounds until either all Space Marines have been slain or they have won the game. During each game round, players perform the following phases in order: 1. Choose Actions Phase: Each player secretly chooses which Action card he would like to resolve this round. 2. Resolve Actions Phase: Each player resolves the Action card that he chose during phase 1. These cards are resolved in ascending order starting with the lowest numbered card. 3. Genestealer Attack Phase: Each swarm of Genestealers in play attacks the Space Marine that it is engaged with. 4. Event Phase: The current player draws the top card of the Event deck and resolves it.
After resolving the Event Phase, players proceed to resolve a new Choose Actions Phase. This process continues until either all Space Marines are slain or the Space Marines have won the game.
1. Choose Actions Phase
During this phase, each player simultaneously chooses one Action card from his hand and places it face down in front of himself. If playing with three or fewer players, each player chooses more than one card (see page 30). A player may not choose an Action card that he resolved during the previous game round. To help remember this, players should keep chosen Action cards on the table until the end of the Choose Actions Phase of the next game round. The chosen Action card determines not only which type of Action his Space Marines will be performing during this round, but also the order in which players will resolve their Action cards. Players may share any information they wish about the Action cards in their hand but may not show cards in their hand to other players. Example: During the Choose Actions Phase Joe tells his team mates that he would like to attack some Genestealers. However, he will only choose an Attack Action card if another player plans on supporting his Space Marine that is engaged with a swarm of Genestealers.
2. Resolve Actions Phase
Once all players have chosen Action cards, all chosen cards are simultaneously turned face up. Each Action card is resolved once, starting with the lowest numbered card (listed in the upper left corner of the card) and proceeding upwards. Therefore, the card with the lowest number is always resolved first, followed by the card with the next highest number and so on. Action cards come in three types: Support, Attack and Move + Activate. Each of the three Action card types is described in detail on pages 1520.
Action Card Special Abilities
In addition to a type, each Action card has a unique special ability (listed below the type). Each special ability specifies when, during this game round, the ability may be resolved. Special abilities may be used regardless of a Space Marines facing except when attacking or spending a Support Token to reroll a die (see Facing and Range on page 19). For example, the Block Action cards ability may be used even when the Space Marine is attacked from behind. Special abilities that use the term Each time may be resolved multiple times during the game round.
3. Genestealer Attack Phase
After each player has resolved his Action card, each swarm of Genestealers attacks the Space Marine it is engaged with. A swarm of Genestealers is defined as all face up Genestealer cards on the same side and position of the formation. A swarm is considered engaged with a Space Marine if it is in the same position of the formation (directly to the left or right of the Space Marine card see The Formation on page 15).
Starting with the swarm closest to the top of the formation, each swarm attacks. If two swarms are in the same position, the swarm on the left side of the formation attacks first. When a swarm attacks a Space Marine, the Space Marines owner rolls the combat die. If he rolls a number higher than the number of Genestealer cards in the swarm, then the attack is a miss, and the Space Marine is not slain. If he rolls a number equal to or less than the number of Genestealer cards in the swarm, the Space Marine is immediately slain and the Space Marine card is removed from the game (see Slain Space Marines on page 27).
4. Event Phase
After each swarm of Genestealers has attacked, the current player (the player who played the lowest numbered Action card this round) draws the top card of the Event deck and resolves it. It is important that he reads this card to himself and does not show it to other players. The player then resolves the two steps of this phase in order.
a. Resolve Event Special Ability
The first thing the player does is resolve the special ability on the card (printed directly below the artwork). This ability often has some effect on Space Marines, Genestealers or Support Tokens. Some Event cards have the keyword instinct at the top of their ability. The choice on these cards must be made before showing or reading the card to other players. This means that players may not discuss the options presented on this card, and whatever decision made by the current player must be resolved.
After declaring his decision on the card, the Event card is revealed to all players and resolved (see example below). Special Ability Area of an Event Card
Example: The current player draws the Event card shown above. Before showing the Event card to the other players, he chooses Brother Omnio (a Space Marine card controlled by another player). He then reveals the card to all the other players, and spawns 2 Genestealers behind Brother Omnio. Note that a player must always choose a valid target for Event card abilities (if able). In the above example, the current player must choose a Space Marine that would result in the most Genestealers being spawned (two if possible).
b. Resolve Genestealer Activations
After resolving the Event cards ability, each of the boxes on the bottom of the Event card are resolved. The boxes are resolved from left to right and either spawn new Genestealers (see page 21), or move existing swarms of Genestealers (see page 22). Genestealer Activation Area of an Event Card
Major Minor Spawn Icon Spawn Icon
Move Icon
Other Rules
This section describes additional specific rules that were not covered in the Playing the Game section.
The Formation
The central line of Space Marine cards is known as the formation. Space Marines may only exist in the formation, and may not move outside of this column. Each row of the formation is known as a position. Whenever a Space Marine is slain, the formation will need to shift to fill in his previous position (see Shifting the Formation on pages 2829).
Action Card Types
There are three types of Actions that players can perform throughout the game. Proper use of these Actions helps the Space Marines survive and hopefully win the game. Each type of Action is described in detail below:
Support Action Cards
When a player resolves a Support Action card, he gains one Support Token (from the supply of unused tokens) and places it on any Space Marine card. He may even place it on a Space Marine card controlled by another player, or a card that already has Support Tokens on it. A player may spend (discard) a Support Token from one of his Space Marines when it is attacking or defending to reroll a die that was just rolled. The rerolled result must be used instead of the original roll (unless he rerolls the die again by spending another Support Token or with an ability).
Example: A Space Marine rolls a 0 while defending which would result in the Space Marine being slain. The player spends a Support Token from the Space Marine to reroll the die in the hopes of rolling a better result. It is important to note, that Support Tokens can only be discarded in this way if the Space Marine is facing the attacking or defending swarm (see Facing and Range on page 19). This means that if a Space Marine is slain by a swarm of Genestealers attacking him from behind, he may not reroll this die. When a die is rolled for a reason other than attacking or defending, Support Tokens may not be discarded to reroll die. For example, the die rolled by the Heroic Charge Action cards special ability is not an attack and may not be rerolled by spending a Support Token. Support Tokens remain on Space Marine cards until discarded by a card effect or spent to reroll a die. A player may only spend Support Tokens from Space Marines he controls.
Move + Activate Action Cards
Move + Activate Action cards allow players to move each Space Marine matching the Action cards Combat Team (colour). Each of these Space Marines may move to an adjacent position, change facing, and/or activate a Terrain card he is facing. When resolving a Move + Activate Action, the player performs any or all of the following steps (in order). Each of these steps is optional (i.e. the player may activate terrain without moving any Space Marines):
A. Move to Adjacent Position
The player may move any Space Marines matching the Action cards Combat Team one at a time, in any order.
To move a Space Marine to an adjacent position, he simply picks up the Space Marine card, and switches its position with any adjacent Space Marine (see diagram on page 18). The Space Marine that he switches position with may belong to any player. Do not change the facing of either Space Marine. Facing is important because a Space Marine can only attack and spend Support Tokens against Genestealers he is facing (see page 19). Each Space Marine of the cards Combat Team may only be moved once during each Move Action. When a Space Marine moves, all Terrain cards and Genestealers remain in his previous position.
B. Change Facing
After moving any of his Space Marines, the player may change the facing of any Space Marine in the Combat Team (including those who moved). To do so, he simply flips the card over, so that the facing indicator (large arrow) on the card is pointing in the opposite direction (see example on page 18). Each Space Marine card is double sided, with one side facing the left (arrow pointing left) and the other side facing the right (arrow pointing right). A Space Marine may only attack swarms on the side of the formation that he is facing. A Space Marine may also only spend Support Tokens (whether attacking or defending) on swarms that he is facing (see Support Action Cards on page 15).
C. Activate Terrain
After changing the facing of any of his Space Marines, the player may activate any Terrain cards that one of his Space Marines is in front of (facing and in the same position). Only Terrain cards with the term Activate on them may be activated. The player simply follows the instructions on the Terrain card, which sometimes require him to refer to the current Location cards ability (see Follow Location Upon Entering Ability on page 26). Important: Each Terrain card may only be activated once per game round.
1. The player is resolving a Move + Activate Action card for the yellow Combat Team.
2. He moves Brother Claudio to the adjacent position. Brother Noctis is moved into Brother Claudios previous position. The player then decides to change Brother Claudios facing so that he is facing the Door. 3. The player then decides to activate the Door Terrain card and follows the instructions on the Terrain card, placing a Support token on it.
Attack Action Cards
Attack Action cards allow players to attack swarms of Genestealers with each Space Marine matching the Action cards Combat Team (colour). The player simply chooses his Space Marines one at a time (in any order), then chooses which swarm of Genestealers the Space Marine is attacking (following the Facing and Range rules below). After choosing the Space Marine and swarm, he rolls the combat die. If he rolls a side that shows a ) result, then one of the Genestealer cards skull ( (of his choice) in the swarm is slain (discarded from play). If he rolls any result that does not have a skull, it is considered a miss, and nothing happens. Be aware that many Action cards special abilities affect Space Marine combat capabilities.
Facing and Range
In order to attack a swarm of Genestealers, the Space Marine card must be facing the swarm, and be within range. The current facing of a Space Marine is defined as the direction the large arrow on his card is pointing (either left or right). At the start of the game, the Space Marines on the top half of the formation are facing left and the other half are facing right (see Setup Diagram on page 9). Space Marines are able to change their facing by using Move + Activate Action cards. Each Space Marine card lists the maximum R ange (number of positions away) that he may attack. For example, a Space Marine with Range 1 Attack may attack swarms engaged with him and swarms engaged with adjacent Space Marines. A Space Marine that has a Range 0 Attack may only attack swarms of Genestealers that he is engaged with (i.e. those on his position see example on page 20).
In the above example, Brother Noctis may attack either swarm #1 or #3, but not #2 as he is not facing it. Brother Claudio may only attack swarm #3 because he has a Range 0 Attack. Brother Scipio may attack swarm #2 because it is exactly two positions away and he has a Range 2 Attack. He may not attack swarms #1 or #3 because he is not facing to the left. Brother Noctis is considered engaged with swarm #2 and #1, while Brother Claudio is engaged with swarm #3.
Genestealers
This section describes rules pertaining to Genestealer cards including spawning, moving, flanking and being slain.
Blip Piles
At the start of the game (and each time Space Marines travel to a new location), two face down blip piles are formed one on the right, and one on the left of the Location card. The number of Genestealer cards placed into each pile is listed on the bottom corners of the current Location card.
When travelled to, the above Location card places 6 cards in the left and 5 cards in the right blip pile.
Spawning Genestealers
Whenever a Genestealer is spawned, the current player takes the top card of a blip pile and places it face up in the appropriate position and side of the formation. When the activation area of an Event card spawns Genestealers, a number of Genestealer cards are spawned on each position of the formation that contains the appropriate Terrain card type.
A major spawn on each yellow Terrain card and a minor spawn on each red Terrain card There are four types of Terrain cards: red, orange, yellow, and green. The number of coloured boxes on a Terrain card serves as a visual reminder of how likely Genestealers spawn there from Event cards (four red boxes being the most frequent). The bottom of each Setup Location card lists how many Genestealers are spawned by each major spawn (yellow triangle) and minor spawn (white triangle). The number of Genestealer cards that are placed varies based upon the Setup Location card.
The above Setup Location card has a major spawn value of 5 and a minor spawn value of 3. If there are multiple Terrain cards in play of the same colour, the listed amount of Genestealers are spawned on each of the Terrain cards. Note that some card abilities spawn Genestealers. These abilities may spawn Genestealers in positions that do not contain Terrain cards.
Important: Spawning Genestealers are always drawn from the blip pile on the side on which they are being spawned. If the blip pile on that side is empty, then the Genestealer is not spawned. If there are not enough cards in the blip pile to spawn the full amount, the current player must spawn as many as able (of his choice).
Moving Genestealers
Genestealers are most frequently moved during the Event Phase. The current player is instructed to move specific swarms of Genestealers to adjacent positions or to have them flank their engaged Space Marine. Regardless of how they move, each Genestealer card may either move or flank, at maximum, once during each Event Phase.
Moving to Adjacent Positions
If the movement icon is arrows pointing up and down ( ), then every swarm that contains this type of Genestealer will move to an adjacent position. A Genestealers type is defined as the icon on the lower left corner of the card. A swarm moving in this fashion always moves following the small arrows printed on the swarms side of the engaged Space Marine card. If the moving swarm would move off the top or bottom of the formation, then the swarm instead flanks.
Flanking
If the movement icon is a curved arrow pointing to the right ( ), then every swarm that contains this type of Genestealer moves to behind its Space Marine. Behind is defined as the side of the formation that the Space Marine is not facing. If the swarm is already behind the Space Marine, it does not move.
1. During the Event Phase, the first box of the cards activation area causes a major spawn on each yellow Terrain card. The current player takes three cards (as defined by the Setup Location card) from that sides blip pile and places them on the position containing the yellow Terrain card (Control Panel). 2. Since there is no red Terrain cards on the right side of the formation, no Genestealers are spawned on this side of the formation. 3. Each swarm containing a Genestealer with the tail icon moves to the adjacent position (following the arrows on the Space Marine card). The player first moves the swarm on Brother Claudio up to Brother Noctiss position. 4. He then moves the newly spawned Genestealer cards to Brother Claudios position (moving all Genestealer cards in this swarm). Any swarms not containing a Genestealer with this Event cards movement icon are not moved.
Slain Genestealers
If a Genestealer is slain (usually by being attacked by a Space Marine), its card is discarded face up to a pile adjacent to the Genestealer deck. If the Genestealer deck ever runs out, this discard pile is shuffled to create a new Genestealer deck.
Brood Lord cards are treated exactly like Genestealer cards with the following exceptions: Brood Lord cards are never shuffled into the Genestealer deck or into a blip pile. They only spawn when specified by a Location card, and spawn without being in blip piles. Brood Lords have two movement icons, and their swarm will move when either icon is activated. A Brood Lord may not be slain if it would leave a normal Genestealer card in the swarm. In other words, the Brood Lord must be the last Genestealer in the swarm to be slain. When a swarm containing a Brood Lord attacks, subtract 1 from its die roll. Therefore, the swarm is more likely to slay the defending Space Marine.
Travel
In order to win the game, players need to travel to new Locations in the Space Hulk to eventually reach the final card in the Location deck that will allow them to win the game. Note that travelling refers to the entire formation going to a new Location, while moving is the act that Space Marines and Genestealers do within the formation. Travelling automatically occurs whenever there are 0 cards in any blip pile at the end of any phase. The only time when travel does not occur is when there are no cards remaining in the Location deck, in which case the Space Marines will stay at their current Location until they win or lose the game. When travelling, the following steps are performed in order: 1. Place New Location Card 2. Place Terrain Cards 3. Discard/Refill Blip Piles 4. Follow Location Upon Entering Ability (if necessary) Each of these steps are described in detail on pages 26-27. Important Note: When travelling, all Genestealers engaged with Space Marines remain in the formation. Engaged Genestealers only leave play from the Door Terrain cards ability or if discarded or slain by a different card or ability.
Steps of Travel
1. Place New Location Card: Take the top card of the Location deck, and place it face up on top of the current location card (being sure not to cover the major and minor spawn numbers at the bottom of the Setup Location card). This new card is now the current location. 2. Place Terrain Cards: The current player discards all Terrain cards from the formation. He then places the appropriate Terrain cards as listed on the current Location card (the two white icons listed on the left and the two white icons on the right of the Location card). Each terrain icon listed on the Location card also has a number and an arrow. If the arrow is pointing down, the matching Terrain card is placed this number of positions from the top of the formation. If the arrow is pointing up, then it is placed this number of positions from the bottom of the formation (see diagram on following page). If the number exceeds the number of Space Marines remaining in the formation, then the Terrain card is placed in the last valid position. 3. Discard/Refill Blip Piles: All cards that remain in the blip pile(s) are discarded. Then a number of cards is added to each blip pile from the Genestealer deck until each pile contains the number listed on the Location card (see Blip Piles on page 20). 4. Follow Location Upon Entering Ability (if necessary): Each Location cards ability contains the phrase Upon Entering or Activate Control Panel. If the current Location card has an Upon Entering ability, it is resolved now. If the card has an Activate Control Panel ability, it is resolved each time a Control Panel Terrain card is used while this is the current location.
Games Workshop
Licensing Manager: Owen Rees Head of Licensing: Paul Lyons Head of Intellectual Property: Alan Merrett
Space Hulk: Death Angel The Card Game Games Workshop Limited 2010. Games Workshop, Space Hulk: Death Angel The Card Game, Space Hulk, Warhammer 40,000 the foregoing marks respective logos and all associated marks, logos, characters, products and illustrations from the Space Hulk: Death Angel The Card Game game are either , TM and/or Games Workshop Limited 2010, variably registered in the UK and other countries around the world. Published under license to Fantasy Flight Publishing Inc. 2010. Fantasy Flight Games, FFG Supply and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.
For additional information, please visit us on the web:
www.FantasyFlightGames.com
Quick Reference
1. 2. 3. 4. Full details on pages 1014 Choose Actions Phase Resolve Actions Phase Genestealer Attack Phase Event Phase
Full details on page 26 1. 2. 3. 4. Place New Location Card Place Terrain Cards Discard/Refill Blip Piles Follow Location Upon Entering Ability (if necessary)
Terminology List
Behind: In the same position as, but not facing a Space Marine. Combat Team: Two Space Marines of the same colour. Engaged: A Genestealer in the same position as a Space Marine. Hit: A die result that slays the defending Space Marine or Genestealer. In Front: In the same position as, and facing a Space Marine. Miss: A die result that does not slay the defending Space Marine or Genestealer. Position: A row of the formation that includes a Space Marine and all Genestealer and Terrain cards to the left or right of him. Swarm: A group of one or more Genestealers on the same side and position of the formation. Top of Formation: The position closest to the current Location card.
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