
                                 SPACE HULK


I have been playing the original hobby game of Space Hulk and it's add ons
for five years now and I have been waiting for this to be released for some
time. Since I own all the original materials, about 100 lead miniatures used
in the game and all the documentation including excerpts from "White Dwarf",
a magazine published by Games Workshop. I decided to write up a quality
set of docs for the game, as well as provide some quotes to try and convey the
"feel" of just a facet of the Warhammer 40K universe.

                                             -=Lorus=-


                                 THE SETTING

It is the 400 century of man. There are millions of planets inhabited and
ruled by the supreme Emperor. The Emperor has ruled for over 3000 years, 
defending the human domain of space and dealing destruction to chaos 
abominations. The Emperor survives by draining hundreds of thousands of
beings of thier Psycic abilities. These beings refered to as "Psykers" are 
are first tested to see if they are marine material to better serve the
Emperor through thier use of psycic powers. Some soon become "Librarians"
which are part of the fighting elite. Some later become inquisitors, the most
powerful and revered psykers. The planets in the Empire have several 
choices of homage that they pay unto the Emperor. Taxes, materials, 
products, and lastly living beings. When the recruitment ship of a Space
Marine chapter arrives to gather the youth of a planet, there is little 
reluctance to join the ranks. To refuse is blasphemy and the risk of strong 
retribution by the Emperor. To some it is considered an honor for only the 
strongest, able and genetically sound get selected. Others may pass into 
recruitment but may later not survive the Emperor's "basic training".
There are many Space Marine Chapters and all have thier own heritage and
holy relics of power that the Emperor bestows. These relics are more important
than the marines that wield them. They are respected and valued above all
else short of the Emperor himself. Often when a planet fails to make good
on offerings to the Emperor, especially humans, the Emperor sends an  
"Inquisitor" to investigate. The Inquisitor is usually accompanied by a 
Chapter of Space Marines. The Inquisitor judges evidence found and reports
back to the Emperor his findings. Often these findings include the discovery
of infestation by Genestealers. Genestealers are an abomination created in
the very heart of Chaos Space. None return from chaos space without being 
warped into serving Chaos and it's goals. The Genestealers are incapable of
reproducing without the use of hosts. They need new genetic material at all
times. thus the name "Genestealers" can be understood. Genestealers arrive
at unsuspecting planets only to infiltrate them and spread. They travel
through space on massive ships called "Space Hulks". Space Hulks are
extremely difficult to detect because they do not emit any signals or
light. Since they do not travel in hyperspace, the only way to detect a
Space Hulk is visually. And in addition most all other ships travel in
hyperspace thus never having an oportunity to visually sight, or detect them 
at close range via mass sensors. During travel the Genestealers "hibernate".
They may drift for hundreds of years but eventually drift near a planet and 
awaken. If a planet becomes infested with Genestealers, the Emperor has no
choice but to order planetary genocide so that nothing living remains.
Genestealers are a hive species. Every Genestealer has simple 
latent psycic abilites. They use these to communicate and orginize attacks.
The hive is controlled by the Patriarch. The Patriarch resembles a 
pure strain Genestealer but is 3-5 times as large and powerful. It has all
the charactaristics but inhanced. The Patriarch is an extremely
powerful psyker. It may use these powers in frightening ways. It may shield
attacking Genestealers to allow them to AMBUSH thier targets. It can shield
the ship from detailed sensor scans. It can create some horrific direct
offensive and defensive manifestations. When a Space Hulk is detected and 
assaulted by Imperial forces, the majority of the Genestealers (hundreds of
thousands) are still dormant. They slowly awaken and defend the Space Hulk.
An assault on a Space Hulk will consist of thousands of marines and several
entire chapters all orchestrating the assault simultaneously. Wearing the
revered Terminator gear (An honor earned by only a few of the millions of
space marines) they breach the hull of the hulks and commense operations.
You will only direct a small handful in a tiny portion of a hulk. The two 
chapters represented in the computer game are the Dark Angels and 
the Deathwing Chapters.


"A Terminator Marine's Squad is his home. The Sergent is his mother and 
father both; the legion his god. He respects only the Emperor, his Chapter
brothers and his enemies; he holds all others in contempt. With the Squad,
he's complete - he'll take on the galaxy and win, or die with a smile on 
his face."
                               From "The Litany Of Arms"


"To admit defeat is to blaspheme against the Emperor."

                               Renfrew Commistat, Chaplain,
                               Iron Hands Legiones Astartes


"We killed forty of them; they killed thirty-nine of us. We won."

                               Marine Mikkos Pocassa


Encounter on an infested planet:

"We came in through the western wall at the height of the ceremony as the
frenzied screams of pain and ecstasy reached thier loudest. To the left were 
the cult members, about 200 men and women in all, lying fully prostrate on
the floor. To the right stood thier - Preists? Gods? Children? - I don't
know what to call them. There were perhaps a dozen of the creatures, dressed
for battle and arrayed about a tall, handsome man in cerimonial robes,
bearing a staff of some kind. For a long moment, no one moved. The tall man
looked at me. I could "feel" his eyes burning into my mind. I was frozen with
terror and....and.... something like "anticipation". He smiled. I...I 
don't know what would have happened next , if Gorrn, my Ogryn Sargeant,
hadn't torn loose a piece of the wall and thrown it at the tall man. 
He missed - and one of the creatures ripped Gorrn's head of for his pains.
But the tall man flinched, and the spell was broken. I ordered my men to 
attack. You know the rest."

                               Final report of Rickkart Toll,
                               late of the Imperial Guards


Prelude To Assault

Captain Fargus snapped the catch home. A load crackle and the smell of ozone
filled the air as the Power Sword came to life. Ready, he turned his attention
to the marines in front of him. "Brothers, the Emperor's will was that we
came here as observers, to offer counsel to our brother marines and provide
spiritual strength in thier time of need. After consulting with the Imperial
Tarot, it appears that our role has changed. Librarian Tollsett, instruct the
men. I wish to pray a moment"

Tollsett turned, the purity seal at his belt whipping round to follow the
movement. "Ready your weapons brothers, we move out in 6 minutes. Brother
Lock, start the litany."


Desperate Measures

Marine Denzark studies the defenders' final battle reports. By his side is
Friedrich Chanat, Senior Adeptus Mechanicus and commander of the base.
The holographic display shows an overview of the Owa system. The huge
gas giant at the center glows with a faint pinkish light, a stark contrast to
the hundreds of bright red pinpricks that dot the rest of the display. Each
of these represents a mine or refinery in Genestealer hands. Alone among them
is a single green speck - the base where they are now standing.

"This Vessel?" Denzark points to the scarlet line edging it's way into
geostationary orbit, high above the planet Eureka's surface. 

"That's the tug, sir. It isn't a ship as such, simply a fusion engine and
crew quarters attatched to the mined ore, which has been welded into one
massive block. It's over 700 meters wide and 3 kilometers long, and contains
thousands of milions of tons of ore." Chanat replies.

"Interesting. What do you imagine it would do to that?" asks Denzark.

For a moment, Chanat is confused. Then realisation dawns - Denzark is
pointing to the warm grey orb that represent's the planet. He means what
would it do if it were hurled at the planet Eureka!



                                  RELICS
                                  
Besides the Terminator "Armor" worn by the Marine, he will also wield 
powerful relics. These are described below.


Power Glove (PG) - The Power Glove is a mammoth steel "fist" which is 
                   directly attached to the Terminator Gear. One quick
                   punch and most foes are destroyed. The catch is that it is 
                   only effective in close quarter combat. Thus a marine
                   can fall to the four arm assault of a Genestealer.

Storm Bolter (SB) - This is the standard issue of range weapons. Although 
                    not a strong weapon, It is effective enough. It has long
                    range capabilities and unlimited ammunition. 

Heavy Flamer (FL) - This is a mass destruction weapon. It "flames" a 3 square
                    by 3 square area. It has medium range capabilites and is 
                    limited to 6 discharges. It can also be set to self 
                    destruct when the marine is sure to die in order to take 
                    the enemy with him.

Power Sword (PS) - Power Swords are very effective close range weapons which
                   are awarded to the battle proven best. When attacking, 
                   Energy leaps into the target as the sword bites deep 
                   causing the air to fill with the smell of ozone and flesh. 

Lightning Claws (LC) - There is no better close assault weapon. Lightning
                       Claws are 90% of the time worn in pairs but variations
                       are sometimes allowed by the extremly proficient
                       marines. It takes many years to become proficient
                       with these blades of power. Capable of detaching 
                       the chitenous carapace of Genestealers with ease, 
                       you can understand why this close assault weapon is
                       rated above all others.

Thunder Hammer (TH) - This is a power weapon built around a generator. When
                      the Thunder Hammer strikes it's target, a blindingly
                      explosive fieled of energy erupts with enough force to
                      blow apart a Genestealer. Like the Heavy Flamer, this 
                      weapon can be set to auto-destruct obliterating all
                      targets in the surronding area. The Thunder Hammer
                      is usually carried together with a Storm Shield.

Storm Shield (SH) - This shield also taps in to the power supplied by the
                    Terminator suits generator. Streamers of power can be
                    seen snaking across the front of the Storm shield which 
                    also usually displays the Chapter's markings. This is the
                    best defense against a close assault.

Chain Fist (CF) -  The chain fist is considered to be about as powerful as
                   a Power Glove. The main reason chain fists are issued
                   is to allow a marine to cut a hole through a steel 
                   bulkehead. These are "dead end" halls which have passages
                   directly beyond them. Do not confuse a bulkead with a door
                   which can be opened or shot.
                                               
Auto Cannon (AC) - The auto cannon is the heavy hitter of the ranged weapons.
                   It has two modes, single burst, which is the standard fire
                   setting, and full auto, which when activated, will rip 
                   through consecutive doors, Genestealers, Marines, etc....
                   It has long range capabilites and is limited to 10 bursts
                   or 2 full auto activations which take 5 bursts each. This 
                   is good weapon to use to clear very long passages of 
                   doors and targets.


                        The Mission Selection Scrren

  When you first enter Space Hulk, after the intro sequences, you will see a
choice of mission sets. You select with the left mouse button, and "back up" 
and go to the previous menu with the Right Mouse Button. You can choose;

           MISSION TRAINING      SPACE HULK      DEATHWING

Mission Training - Brings you to 3 sub-menus;

      BASIC TUTORIAL   ADVANCED TUTORIAL   CONTINUE BASIC TRINING

Basic Tutorial - Starts basic training where you can practice issuing
                 commands, learning the basics, and operating in the
                 real time mode.

Advanced Tutorial - This is where you learn to run whole squads and use
                    advanced weponry.

Continue Basic Training - Allows you to advance to the next mission in the
                          basic tutorial.

Space Hulk - Takes you to a sub-menus with three choices;

   ORIGINAL SPACE HULK MISSIONS    ONE SQUAD MISSIONS    TWO SQUAD MISSIONS

Original Space Hulk Missions - These are the actual missions included in the
                               hobby boxed game edition.

One Squad Missions - Missions that allow you to command single squads (5 men).

Two Squad Missions - Missions that allow you to command two squads (10 men).

NOTE: It is reccomended that EVERYONE go to the last mission in the Two 
      Squad Missions area. It is the "Unmapped" mission called REARGUARD.
      DO THIS BEFORE ANYTHING INCLUDING BASIC TRAINING. This will allow you
      to select weapons for two squads, after the mission briefing. That way
      you can get a "look" at ALL the weapons in the game. after you enter the
      mission, just hit "T" to terminate the mission.

Deathwing - Takes you to a sub-menu with these choices;

                  CONTINUE CAMPAIGN          RESET CAMPAIGN

Continue Campaign - Allows you to continue from the last mission you were at
                    and is saved and updated automatically.

Reset Campaign - Starts the Campaign at mission one, erasing all previous 
                 progress. Be careful with this command.

                            MAIN ACTION VIEW WINDOWS

  After the mission briefing and as you start the mission, you will be looking
at the main action view windows screen. From here you can manually control
one marine and shoot for the other four. You fire by placing the cross hairs
on the target and pressing the left mouse button. If you move the pointer
to the one of the other four smaller view windows, you will see that you can 
fire for them as well by clicking the left mouse button. If you go to one
of the four smaller view windows and click on the right mouse button, you 
notice that the view in the smaller window has now moved to the large main 
main action view and the view that had occupied the main action view is now
residing in the smaller view window. On the lower right corner, you will
notice two buttons and a slide bar indicator. The first button is FREEZE
which allows you to stop time completly and make quick switches with views
or manage complex tactical assignments to each marine (described later).
Notice when you freeze the action, the slide bar dwindles down. It will 
run out if freeze is left on long enough starting the action when it does.
But also notice when you are not freezing the action that the slide bar
"grows" generating more time for later use. In some missions you will even
get an hour glass added to the same vicinity which means the mission
is timed. That timer keeps ticking and cannot be frozen so make decisions 
quickly and use freeze in short burst so most of the time is used finishing
the mission. The other button is and exclamation point centered in a speaker
grill. This is to SWITCH SQUADS between squad 1 and squad 2 on the view 
screens. The last feature of the view window is the small area SCANNER MAP
in the bottom left corner. This is the scanner reading of the marine in the
large main action view screen. Red dots represent enemy targets. Numbers
represent other marines and the actual number represents the number assigned
to a specific marine and his position. The green dot represents the marine in
the large main action view screen. Notice that you can see more in front 
of the main marine than you can behind him. That means you need to watch your
back by turning now and then if you are running in action mode in manual
control. If you click on the scanner map with the right mouse button, you 
be taken to the TACTICAL PLANNING MAP. The tactical map area is where
most of the actions are plotted out and running 5 marines simultaneously
can be accomplished. In each Marine window, the top, you will a pair of
2 letter abreviations. These are the left and right hand weapons. The 
abreviations are explained in the previous weapons listing titles Relics.

NOTE: You can use an alterative way to fire Heavy Flamers if you find it
is easier to accomplish. Just click on a sqaure in the small scanner view 
that is in line of sight of the Terminator carrying the Heavy Flamer.
You can also use an alternative method of self destructing a Thunder Hammer.
To do this, switch to the Terminator carrying a Thunder Hammer and push both
the left and right mouse buttons simultaneously and detonation will occour.

Picking Up Objects - To pick up an object, you must be in the Main Action
                     view screen and facing an object from an adjacent
                     square (Not in the same square). Just click on the 
                     object in the window with the right mouse button.
                     It will be picked up and stored in a slot below the
                     window. That particular marine is carrying that object
                     and cannot carry any other.


                           TACTICAL PLANNING MAP

  The tactical planning map is usually utilized in freeze mode. You can
coordinate every action and movement of each individual marine. This is the
heart of the planning involved in the game. There are four little buttons
in the very top left of the map screen. These are OVERWATCH TOGGLE, TURN,
FIRE, DOOR ACTIONS. Below these are four other command buttons. These are
HIGHLIGHT LINE OF SIGHT, SWITCH SQUADS, DELETE LAST COMMAND, GO.

NOTE: Before selecting commands, you must select a marine by clicking on his
map icon to designate him as the recipient of the commands being issued.

Overwatch mode toggle - When the marine icon has lines emenating from it, the
                        selected marine is in Overwatch. Overwatch mode tells
                        the marine to shoot at anything that can be destroyed
                        that isn't friendly. This includes doors etc.. When
                        there are no lines, the marine will ignore ALL 
                        targets and proceed with other commands. It is VERY
                        dangerous to move in this manner.

Turn commands - This gives the command to the selected marine to make a 90
                degree turn. If you want to turn left, then click on this with
                the left mouse button. If you want to turn right, then click 
                on this with the right mouse button. To turn around you must
                give two left or right consecutive turn commands.

Fire Commands - There are two selections, a circle with either 1 dash or 
                2 dashes below them. This is the fire command. The single
                dash fire command (selected with the left mouse button) is
                for regular fire mode. The Double dash fire command is for 
                fire modes like FUll AUTO on the Auto Cannon and SELF DESTRUCT
                on the Thunder Hammer. If the weapon
                being fired is a ranged weapon, after issuing a fire
                command, you must also select a target on the main map by
                clicking on it. NOTE: The Heavy Flamer can target a square as
                well as an actual target. This is handy for nailing 
                Genestealers that are just around corners. 

Door Actions - This cammand tells a marine to open or close a door in lieu
               of blasting it from it's frame. You can "trick" Genestealers
               into entering a corridor by standing behind a closed door
               and the opening it when the Genestealer is in sight behind 
               door. Like the other commands, use the left mouse button to
               give the open door command and the right mouse button to
               issue the close door command. To issue these commands, the
               marine must be facing a door in the adjacent square, and the
               door on the main map must be clicked on right after designating 
               open or close.

Highlight Line Of Sight - This will higlight the squares that the slected
                          marine can currently see (shown in red) on the main
                          tactical map. This can be used to plan the best
                          positioning for marine that is intended to guard
                          an area, corridor, etc....

Switch Squads - Toggles between squad one and squad two.

Delete Last Command - Each marine can be given a set of five commands. If you
                      make a mistake, simply click on this command button to
                      delete the last command. You will then see it deleted
                      and can continue with the "string" of instructions
                      without having to start over.

Go - This is used mainly when issuing tactical orders without "freeze" being
     activated. It simply tells the computer that you are done issuing
     orders for that marine. You can bypass using "go" by simply clicking on
     a different marine or hitting the freeze button to unfreeze the action.

Movement - To move, simply click on a destination square on the main map
           (Again, you must click on a marine on the main map before 
           selecting any order buttons. The selected marine will be blinking). 
           NOTE: It is impossible to move through a square that contains 
           another marine so keep this in mind when you decide who goes down 
           a corridor first etc....

Genestealer Blips - When a Genestealers are out of sight, they are 
                    represented as "scanned blips" on the main map. These 
                    blips are one of two sizes. A small blip indicates a 
                    single Genestealer whereas a large blip represents a 
                    group of Genestealers. Unlike marines, the Genestealers
                    "hoard" into one square in blip form and can also move 
                    through squares containing other Genestealers. When a
                    Genestealer is in the line of sight of one of the marines,
                    ist's icon will be that of a solid Genestealer and then 
                    the movement restrictions revert to the same as the 
                    marines. Genestealers are faster than marines by a ratio
                    of 4:6. In other words a Genestealer can move 6 squares in
                    the time it takes a marine to move 4. This is due to the 
                    Genestealer moving in it's natural form whereas the marine
                    must walk in cumbersome but powerful Terminator Armor.

                             KEYBOARD COMMANDS

These are commands activated by keypress.

These are used during a mission in progress:

        B  - Back to main mission selection menu.
        F  - Freeze toggle.
        P  - Pauses the game.
        T  - Terminate mission.
       <-  - Switch terminators to the main action view screen by order.
   Arrows  - Move the terminator in the main action window manually.
  Shift-Q  - Quit Game (Must click "yes" or "no" with mouse).


     Go now and defend the Empire against the evil chaos spawn!

                              HAIL THE EMPEROR!

                              Docs created by,
                                 -=Lorus=-


