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- 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=-
-
-
-