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SPACE HULK

Space Hulk is a game of desperate conflict between the Imperial Space Marines and the fearsome alien Genestealers. The action takes place on an andent interstellar vessel known as a space hulk. Only one side will survive this deadly conflict and emerge victorious.

In SpaceHulk, one player commands aforce of superhuman SpaceMarine Terminators, while the other contrais a force of the alien Genestealers. These two sides battle against each other within the labyrinthine corridors and raoms of agigantic derelict starship. Each side has its own goals and objectives, and isdetermined to achieve these while crushing the opposition.

TheImperial Space Marines are the most powerful warriors of Mankind, defenders of humanity and guardians of the Imperium. Aliof the SpaceMarines in the SpaceHulk game wear thick Terminator armou rand are equipped with awesome firepower. Only Space Marines arebraveand determined enough to enter the horror-infested space hulk and face the dreaded Genestealer menace that lurks within.

Opposing the Space Marines are the insidious, repulsive and horrific Genestealers.These alien creatures comefrom deepest space with one purpose: to destroy.They are savage, six-limbed beasts with fangs and claws that can rip through the thickest armour with ease.Incredibly strong and lightning fast, supremely adapted for killing, Genestealers are virtually unstoppable.

SpaceHulk isa stand-alone board game based on the deadly battles fought between the Imperial Space Marines and the alien Genestealers. Everything you need to play the game isin this box. The game is easy to learn but hard to master, and makesfor fast andfurious action as you playthrough the many different missionsthat are available. Eachmission isdifferent from the rest and each presents its own unique challenge. It's a bit like getting twelve different games ali in one box.

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- A Space Hulk game starts by picking one of the missions from the Mission Book. Each mission is based on a deadly battle that took place between the SpaceMarines and the Genestealers. The Mission Book explains what each side must do to win. how the board is setup,where the starting models will be deployed. and if any special!ules apply to the mission.

Thegame progresseswith each player taking turns to move andfight with the forces under their control. TheSpace Manne player has a limited amount of time to complete his turn and must make hismovesasquickly as possible to avoid running out of time. Thelightning fast reactions of the Genestealers mean that the Genestealer player may take aslong to complete histurn ashe wants.

TheSpaceMarine forces are represented by the red plastic SpaceMarine models, while the Genestealer player usesthe blue plastic Genestealer models andthe card blip counters. Theblip counters represent 'contacts' on the Space Marine scanners that indicate hostile Genestealers are in the area. Exadly how many Genestealers will not be known until the blip isrevealed.

Theblip counters appear first on the areas of the board indicated as being Genestealer entry areas. These areasare the only places where the Genestealer player can bring blips on tothe board. The Space Marine player doesn't have to worry about reinforcements ashedoesn't get any!

The Genestealer player moves the blips swiftly towards the Space Marines, keeping them face down to conceal their true strength from the Space Marines until the very last minute! A blip is only revealed when aTerminator can seeit, at which point the counter isreplaced with the appropriate number of Genestealer models.

TheSpace Marines play a tactical game of moving and shooting, trying to avoid close combat where possible -eventheir mighty Terminator suitsareno match for the razor-sharp claws and fangs of aGenestealer. At long range, on the other hand, the Genestealers are vulnerable to the hail of fire laid down bythe Space Marines' powerful storm bolters. Meanwhile the Genestealer player will be using his superior numbers and speed to reachthe SpaceMarines and tear them apart with fang and claw.

The game finishes when one sideor the other achieves their mission objedive. SpaceHulk playsvery quickly, so you may then want to swap sidesto seeif you cando better thanyour opponent when the tables areturned.

BOOKS

The Space Hulk Rulebook TheSpaceHulk Mission Book

COUNTERS 22 Blips:

• 9x 'one Genestealer'4 x 'two Genestealers' •9x 'three Genestealers' 21 xGenestealer EntryArea 10 x Overwatch/Jam 10xGuard 6xCommand Point 12 xLadder Up/Down 6xFlamer Marker 5xPowerfield Generator

10 xSpaceMarine Controlled Area 1xForceBarrier

1 x Assault Cannon Ammunition 1xPsiPoints

BOX CONTENTS

MODELS

12 Space Marine Terminators: Sergeant with power sword Sergeant

with thunder hammer •6Space Marines

with storm bolters Space Marine

with heavy flamer Space Marine

with assault cannon •Space Marine

with lightning claws Librarian with force axe 22 Genestealers

1 Broodlord

1 Dead Space Marine 1 Artefact 1 CAT. BOARD SECTIONS 24 Corridors 10Rooms 8 Crossroads 8 T-Junctions 6 Corner Sections 4 Dead Ends 4End Pieces 1 Offset Crossroad 2Disposal Chutes DOORS 20 Doors 20 PlasticStands OTHER 5Dice

1 Mission Status Display 1 Timer

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Rooms

When approaching aroom, a Space Marine canalways

see atarget inadirect line, as shown inthe diagram

below. However, squares inthe corner and the sides cannot be seenuntil the Space Marine isin the doorway.

The Space Marine atthe entrance ot the roam cansee both Genestea/ers. The Space Marine in the corridor cannot see either ot them. ashecan on/y seethesquares direct/y in front of him.

Range

Sometimes shooting hasalimited range. Toseeif the target iswithin range, count the number of squares between the SpaceMarine and the target, including the

target's square but not the Space Marine's.

Destroying The Target

When a Space Marine carries out a shoot action, one ar more dicewill berolled, and if they roll high enough the

target will be destroyed. Forexample, aSpaceMarine

firing a storm bolter rollstwo dice and will destroy the target if either dice rolls a 6.

SpaceMarines cancarry a variety of ranged weapons,

including starm bolters, assaultcannons and heavy flamers. The rules for theseweapons andthe rollsthey

require to destroy the target can befound in the Wargear section of the rulebook (seepages 19-21)

OVERWATCH ACTIONS

A Space Marine armedwith a storm bolter ar assault

cannon canspend 2APs to sethimself in overwatch,

which will lastuntil the end of the turnoA Space Marine with a heavyflamer maynot be placed in overwatch.

When inoverwatch the Space Marine is standing readyto fire and this allows himto shoot during the Genestealers'

turno Place an overwatch marker next to the Space

Marine to show that heisin overwatch.

TheSpace Marine p/ayer spends 2action points toput the Space Marine into averwatch. Hep/aces anoverwatch counter beside the mode/ to show that it is inoverwatch.

Ifa Space Marine is attacked in dose assault or performs

any action (other than clearinq ajam) heimmediately

loseshisoverwatch status. Overwatch markers are

removed during the Mission Statusphase if they were not

lost earlier. Note that aSpaceMarine armed with astorm bolter mayjam it if he rollsa'double' onthe dice(see

the storm bolter entry in the Wargear section later on).

Shooting in Overwatch

When in overwatch, a SpaceMarine armed with

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bolter or assault cannon can perform shoot actions inthe

Genestealer turn without expending any action points,

Hemust take one shoot action eachtime a Genestealer performs anactian within hisline of sight and within a ~.

range of 12squares. Theoverwatch fire isresolvedafter"

1

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the Genestealer hasperformed itsactian, 50 ifthis action

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takes the Genestealer out of the Space Marine's range ar

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Overlapping Overwatch

It can happen that a Genestealer performs an action in the fire arc of more fhan one Space Marine on overwatch. IfJhis hãppens aliof the Space Marines must take their shot at the Genestealer, and you must rollfor them ali,

ev

en

if the <3enestealer hasbeen killed by an overwatch

hot from another Space Marine!

TheGenestealer moves forwaliS.ane square, turning 90 degrees to theleftaspartof the same action. This triggers overwatch fire from bothof the Space Marines,who must now shoot.

In the Genestealer Action phasethe first Genestealertakesan action tomove onesquare towards the Space Marine(1). The SpaceMarine firesandmisses. The Genestealerspendsanother actionpoint tomove asecond square (2), and the SpaceMarine firesagain.This time hekills the Genestealer.The second Genestealermoves diagonallyforward into the side corridor (3). The SpaceMarine cannotsee into thissquareand maynot thereforetakean overwatch shot.

CLOSE ASSAULT ACTIONS

Carrying no rangedweapons, the Genestealersmust rely on their claws to destroy the Space Marines, and adesperate Space Marine maytry to batter a Genestealerwith his power fist. Theydo this bytaking a closeassault action.

Taking a Close Assault Action

A model can take a close assault action to attack atarget in the square directly in front of them. Itcosts 1 APto take aclose assault action once the model is in position.

Resolving Close Assaults

Ina dose assault both players rolla number of dice, and then compare their scores. Genestealers roll three dicein a close assault. and Space Marines rolljust one. Compare the single highest dice roll for each side, and whoever has rolled higher has won the dose assault. If the scores are tied then neither side has won, and no damage is dane to either participant.

Space Marine Sergeant Bonus

Space Marine Sergeants arehighly experienced combat veterans. Torepresent this, add + 1to their dice score in a close assault against anenemy to the front.

Amodelcanonly attackthesquare direct/yinfrontofit./n this example, theGenestea/er cou/d onlyattacka model in the squaremarkedwitha.t.Itcould not attackatarget in the squaresmarked X.

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Effects of Close Assault

If the attacker wins the closeassault. the defender is killed and removed. Ifthe defender wins and isfacing the

attacker then the attacker is killed and removed. If the

defender wins or ties and isnot facing the attacker (often

the caseagainst those tricky Genestealers), the defender

may beturned in place to face the attacker.

TheGenesteafer spends anaction point to cfose assauft the 5pace Marine. The Genestealer player rolls three dice for the GenesteaJer, and uses the singfe dice with the highest roll. He scores 2,4and 5, 50 his score is5.

The 5pace Marine rolls asingfe dice and scores 4. The Genesteafer wins the combet. and the Space Marine is killed

The Genestealer moves forward one square for 1 AP, and then attacks the 5pace Marine from the side for asecond AP If the Space Marine wins he will not kill the Genesteafer, but may tum to face it.

Close Assaul

t

ing a Doo

r

A model may close assault adoor just like attacking a model. Forobvious reasonsthe door does not roll any dice! The attacker must scorea 6on at least one of their diceto destroy the door.

GUARD ACTIONS

ASpace Marine canspend 2APsto set himself on guardo

When on guard, the Space Marine isstanding ready to

fight inclose combat, which can givehim avital advantage if heisassaulted by aGenestealer. Placea guard counter next to the SpaceMarine to show that he is on guardoIfhe carries out any other adion helosesthe guard counter. A SpaceMarine can either be on guard or on overwatch, not both at the same time.

A Space Marine that isonguard mayroll his dice again in

acloseassault. The SpaceMarine maychoose to re-roll

his own dice after hehasseenthe Genestealer's dice roll.

Only one dice maybere-rolled, and the result of the

second roll must be usedeven ifworse than the first.

A SpaceMarine remains on guard until the end of the turn, even if he isattacked by aGenestealer. Thecounter

is removed at the end of the turn during the Mission Status phase.

TheGenesteafer spends anaction point to cfose assauft the 5pace

Marine. He scores 2,4and 5,so hisscore is 5.

The5pace Marine roflsa4,but ashe is on guard hecan re-rolf the dice. Hedoes so, scoring a6and winning the combat. The Genesteafer is kilfed and the Space Marine remains on guardo

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--no part in the game. To ente r play, the blip simply moves

onto the first square of the board next to the entry point,

expending the normal 1 APcostfor moving one square.

From this point on they are part of play and move and

fight as described below.

REINFORCEMENT PHASE

~ Each mission states how many blips the Genestealer player starts the game with, and how many he receives each turn as reinforcements. Until they are revealed only the Genestealer player will know how many Genestealers they represento

At the start of the game, shuffle the blip counters and

place them aliface down in astack. The Genestealer

player may not examine the blips inthe stack, but isfree

to look at the values of any blipspicked up ar on the

board atany time. The Space Marine player may not look

at the value of blips until they are revealed.

Starting and reinforcement blips aretaken from the stack

at the appropriate time (starting blipswhen setting up,

and reinforcement blips in the Reinforcement phase),

After the requisite number have beentaken they are

examined bythe Genestealer player, and then placed by

him at anyof the Genestealer entry areas shown on the map for the mission. When noblips areleft in the stack,

take the used ones, shuffle them, and make anew stack

of face-down blip counters. Blips are drawn from the top

of the new stack asnormal.

PLACING BLIPS

Blipsmust first be placed face down off the board

outside an entry point (the Genestealer player maylook

at the value of the blip before placing it). While there,

they are not considered to beon the board and 50take

The Genestealerplayer takes twa reinfarcement blips and places them besidetwa af his entry areas.The blip by the bottom entry areawillbe forcedto/urk fora turn,asthere isaSpace Marine within six spaces af theentry square.

lurking

Blipsdo not havetoimmediately enter play.They caninstead

lurk at an entry area, usual1yto wait for more numbersto

arrive. Simplyleave the blip off the board nexttothe entry

area.Up tothree blips canlurk at eachentryarea.

Ifa SpaceMarine is sixor fewer squaresaway from an

entry point square at the start of the Genestealer phase,

then any reinforcement blips placed there must lurk for

the restof the turno They arefreeto enter the board on

the following turn ifthe Genest'ealer player chooses.

BLIP MOVEMENT

Blipsreceive6 APs per turno Blipshave no facing and

therefore can move one square inany direction for 1AP.

Opening/closing doors (for the usual 1 AP) and moving

arethe only actions blips can perform - they cannot

attack ar perform any other action.

Blips cannot move into a SpaceMarine's line of sight If this happens accidentally then the blip isreturned to the

last square inwhich it was out of line of sight and it may

not do anything for the remainder of the current turno

Blipscannot move next to a Space Marine, even if the

Space Marine is facing another direction and hasno line .

of sight to the blip.

CONVERTING BLIPS

Blipscan beconverted in two ways: voluntarily and

involuntarily. Ineither casethe blip is flipped over to

show how many Genestealer models need to be placed,

and is then placed face up besidethe board.

Voluntary Conversion

TheGenestealer player can convert a blip counter into

Genestealers by revealing it during hisAction phase. He

revealsthe blip instead of activating it; if the blip has

done anything that Action phasethen it maynot be

revealed. The Genestealer player may choose to reveala

blip that is off the board by anentry area.

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Neither Space Marine canseethe blips, and 50the Genestealer

player may voluntarily convert them in his Action phase.

Involuntary Conversion

Ifatany time during the turn aSpace Marine candraw a

line of sight to a blip (seeShoot Actions) then it is

automatically and immediately revealed. Should this

happen during the Genestealer's turn, then the revealed

Genestealers maybeactivated 50long as the blip hasnot

taken an action sofar thisturn.

Remember that a blip cannot move into aSpace Marine's

line of sight; however, the Genestealer player can move a

model or open a door that was blocking a Space Marine's

line of sight, allowing the Space Marine to see ablip. This

would be involuntary conversion.

TheSpace Marine opens the door 50he can see the blip_ The blip

undergoes immediate involuntari/y conversion, before the Space

Marine takes his next ection.

Placing Revealed Genestealers

When ablip isrevealed, one Genestealer is placed onthe

spacethe blip was occupying. Any additional

Genestealers must beplaced inan empty square adjacent

to the first. Ifthe blip was by anentry area, then the

models areplaced bythe entry area and mayenter play

in the same manner asablip counter.

Inthe caseof voluntary reveals, the Genestealer player

places the models, while the SpaceMarine player gets to

place the models if the blip was involuntarily revealed.

Regardlessof who placed them the Genestealer player

canchoose the facing of any Genestealers when they

are revealed.

Inthe case ofvoluntary reveals, the Genestealers may not

be placed in line of sight of a Space Marine. With

involuntary reveals they may be and, inthis case,placing

the Genestealer counts as performing an action and 50

the SpaceMarine can fire on overwatch or spend

command points to perform anaction.

Ifthere arenot enough empty adjacent spaces any

Genestealers that can't beplaced areforfeited - these

lost Genestealers are not counted ascasualties for the

purposes of mission victory conditions. The same is true if

there arenot enough Genestealer models to place - the

number of models inthe box isalimit to the number of

Genestealers that can be in play at anytime.

If the blip hasnot yet been activated on the turn it is

revealed, any Genestealers placedarefree to be activated

asnormal. If the blipwasactivated before it was

revealed, anyGenestealers placed may not be activated

later inthe turno

The blip isrevea/ed to show that itrepresents two Genestealers. The first isp/aced in the square that the blip has occupied (1). As thisisan invo/untary conversion thesecond Genestea/er isp/aced

by the Space Marine p/ayer further away down the corridor (2).

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After the victory conditions have beenchecked, the

Space Marine player reveals the command point counter to show that hehasnot expended morethan hehadfor

the turn and then returns itto the container with the other command point counters. Any command points not

spent are wasted. Finallyplayers should remove any markers for overwatch, jams, flames, etc.

MISSION STATUS PHASE

lhe Mission Status phase is used to check if either player has won, and to get things ready for the next turno Counters that have served their purpose are removed, and the board is generally cleared up for the start of a new turno

Theplayersshouldfirstcheckthe victory conditions of the

mission tosee ifeither of them haswon. The game endsas noted in the mission rules,usually when a specific event has happened or objectivehas been achieved.

Notethat as thereare variable victory conditions, itis possible that a victorycondition hasbeen achievedbut the game doesnot end - the leveiof victory may beincreased

arreduced. Vou are now ready to start anew turno

LADDERS

s,

OB)ECTS

Some missions will include ladders that lead down to a new levei of the space hulk or objects that can be picked up and carried. lhe missions that use these rules will say50 in the special rules section.

LADDERS

Some missions are fought on two maps, one above the other, that are connected byladders. Placeladder up and ladder down counters on the appropriate squares on

each board, as shown onthe mission map.

Thetwo laddersquares are assumedto be adjacent to eachother, and a model standing on one is allowed to shoot ordose assault a model onthe other just asif they were standing inadjacent squaresto each other's front. Itcostsa Genestealer 1AP and a SpaceMarine2APs to movefrom a laddersquare onone boardtothe

corresponding laddersquare onthe other.

RolI a dice when aSpace Marine enters asquarethat contains a laddergoing down (induding when he dírnbs up from thelevei below). On a rollof 1 the SpaceMarinefalls

down to thespacebelow.TheSpaceMarinemaintains his

facing, but losesany action points hemayhave had remainingat thetime that hefell(command points may be

used to perform extra actions asnormal).Any model inthe squarebelow isdestroyed. Ladder up Ladder Down

OBJECTS

A mission may require that one side must carry anobject into position, or retrieve it for themselves. This is specified in the Mission Book.

Objects are placed in a square in the

samemanner asarnodel.

Objectsmay not be attacked,though a

modelcarrying one maybe.Anobjecton itsown ina square does not block a line ofsight- a Space Marine canshoot

through the square asifthe object wasnot there. If a door is

dosed upon an objectthen move itinto a randomly selected

adjacentsquare.

A model that moves onto a square with an object

automatically picks it up and may move with it from then on. A model carrying anobject can carry out any action

and is not hindered in any way. Itmay choose to drop the object in a square as it moves, leaving the object behind

asit moves on. A model will automatically drop an object

if the model isdestroyed. Blips may not move into a square that contains an object.

A model may passan object to another that isin the

squareto hisfront. Thisis anaction and coststhe model

handing the object 1 AP; the model receiving the object

does not have to use an action or any action points in

arder to to receive it.

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2.Storm Bolter with laser sight 3. Storm Bolter 4.Chainfist 5.Assault Cannon 7. Heavy Flamer 8.Power Sword 10.Storm Shield 9.Lightning Claws

ASSAULT CANNON

Assault cannons are heavy weapons that can be usedby Space Marine Terminators. Their rapidly rotatinq, multiple barrels are capable of unleashing a hail of shells, each

capable of tearing a Genestealer apart. It costs 1APfor a

Space Marine to fire anassault cannon. When firing in this way,there isno maximum range. Toresolvethe

effects of the shooting roll 3 dice. If anydice scorea 5 ar 6the target isdestroyed and removed from play.

A SpaceMarine cancombine a move orturn action with

firing anassault cannon, paying the normal 1ar 2 APs

for the move ar turn, and firing the assault cannon 'for

free'. In addition it can receive a sustained fire bonus in

the same manner as a storm bolter. In the case of the assault cannon the bonus means that it will score hits on arollof 4, 5 or 6.

Assault Cannon Ammunition

An assaultcannon is loaded with enough ammunition to fire ten times. Assault cannon ammunition iskepttrack of onthe mission status display.At the start of the game placethe assault cannon ammunition counter on the 10

space on the track. Eachtime the assault cannon isfired, including when it is fired on overwatch, the Genestealer

player must move the counter one space down the track.

Once aliten shots have been used the assault cannon may

no longershoot.

Assau

l

t Cannons and Overwatch

An assault cannon canbe put into overwatch for the

same APcost as astorm bolter, entitling the assault cannon to fire atany eligible target as long as it has

ammunition remaining. Anassault cannon will not jam

(they arebuilt for rapidfire).

Reloading the Assault Cannon

Assault cannon ammunition isheldinslide-in magazines

mounted on the rearoftheweapon. The SpaceMarine

armed with the assaultcannon carriesaspareboxof

ammunition, andcan reloaditat acostof 4AP.Return the

ammunition marker to the 10space on the track, but flip it

to the 'reloaded' side. Once theseadditional ten shotshave

been used,the assaultcannon may not bereloaded again.

Assault Cannon Malfunction

Although madeof a special alloy, an assaultcannon's weapon barrelscan reach incredibly high temperatures if used continuously, and in suchcircumstances there is a chance it will malfunction. Ifan assaultcannon hasbeen reloaded and ali three dice come up with the same

number then the assaultcannon explodes (thetarget can

stillbe destroyed if the dicerolls arehigh enough). The

Space Marine firing the assaultcannon is killed. In addition

the Space Marine playermust roll adicefor eachmodel or

door onthe sameboard section asthe assaultcannon; any

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CHAlNFlST

Chainfists areusedto slicethrough bulkheads and closed

doorways. A Space Marine armed with achainfist

automatically destroys adoor if they dose assault it. No

dice roll isnecessary.Though they do more damage in

battle than apower fist, they are somewhat unwieldy,

and therefore aretreated asapower fist in a dose

assault with a Genestealer.

HEAVY FLAMER

A heavy flamer projectsa gout of burning promethium that

can incinerate aswathe ofenemies,and coatsthe room or

corridor with fuelthat continues to burnfor ashort period

after firing. It costs2APstotake a shoot action with a

heavy flamer. This cannot be combined with any other

action. Aheavy flamer cantarget amodel or squareup to

12spacesaway.Thismaybe an empty square.

The Space Marine can see one or more squares intheroam and fires

hisheavyflamer into it.The flamer marker isp/aced in the room to

show thatithasbeen setonfire.Each of the Genestea/ersinthe

section will beattacked, even though the SpaceMarine cannot actua//y

seethem,and will be killed on a roll of 2 ormore.

Area Effect

Heavyflamers affect entire map sections (except parts

blocked by closeddoors; seebelow). When a flamer

shoots at a square or model, place a flamer marker in the

middle of the section the target occupies. Then roll adice

for each model or blip in the section induding the target

model; the pieceisdestroyed on aroll of 2 or higher. Vou

canfire more than once at a section ifdesired.

Persistent Effect

Once placed,the flamer marker remains where itisuntil itis

removedin the MissionStatusphaseatthe end of the turno

Alisquares inamapsectionthat contains aflamer marker

areconsidered blockedfor lineof sight and movement.

Survivingpieces within the sectioncanmove, but mustroll

to seeiftheyaredestroyedeach timetheyentera new

squareinthe sectionwith the flamer marker.Note that it is

possible to tracealineof sightto a target on the edgeofa

burning section,aslong asthereareno burning squaresin

between. Also note that the Space Marine player mayfirea

heavyflamer atanempty section, toblock itduring the

Genestealer turno

Limited ammunition

A heavyflamer only carriessufficient fuel for six shots.

Thisisthe number of flamer counters provided. 50set

each counter aside when it hasbeen usedto keeptrack

of ammunition expenditure.

Flamers and Doors

Flamers cannot destroy or shoot through dosed doors. If a

section which takes aflamer hit hasanycloseddoors, then

the squares beyond thedoor are unaffected, but the door

cannot beopened until the flamer counter is removed.

LIGHTNING

CLAWS

Lightning claws are bladed gloves surging with lethal

energy. They areusuallyworn in pairs, andtherefore

predude the Space Marine from using a storm bolter. A

Space Marine with lightning claws fighting a closeassault

to hisfront rolls two dice incloseassault. and adds a+1

modifier to the result of the highest dice.When on guard

the model mayre-roll one of the two dice, not both.

POWERSWORD

Power swords are rare and extremely effective weapons,

awarded to SpaceMarines that haveproven themselves

in battle. When fighting a closeassaultto hisfront a

Space Marine armed with apower sword canparry an

attack, forcing the opposing playerto re-roll hishighes

t-scoring dice. If the SpaceMarine ison guard then he may

do this before deciding if hewill re-roll his own dice.

STORM SHIELD

Thestorm shield isa defensive energy shield worn on the

SpaceMarine's leftarmoA Space Marine carrying astorm

shield may block one close assault dice roll made byan

opponent to their front, with the result that the opponent

rollsone lessdice than normal to resolvethe assault.

THUNDER

HAMMER

When a thunder hammer strikesa foe it unleashesablast

of energy that canstun even the most powerful opponent.

To represent this, a SpaceMarine armed with athunder

hammer receivesa

+

1modifier to hisdose assaultdice roll against modelstohisfront. Notethat this means that a

SpaceMarine Sergeantarmed with a thunder hammer

receivesa +2 modifier against models to his front (+1for

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LIBRARIANS

lhe librarians of a Space Marine Chapter have powerful psychic abilities that they use to bolster their own fighting skills and influence the battle around them. lhe instructions for a mission will tell you if a Librarian is part of the Space Marine force.

COMBAT VETERAN

Librarians are highly experienced combat veterans. To

represent this they add +1to the dice in a close assault inthe same manner as aSpace Marine Sergeant.

PSI POINTS

The Librarian starts eachmission with 20psi points. Psi points canbe spent to do two things:

• They may be spent to increase the Librarian's dice rollinanassault (seethe force axe entry below).

• They maybespent to use apsychic power (see psychic powers below).

Thepsi point counter provided with the game is used to

record the number of psipoints the Librarian has remaining. At the start of the game place the counter on the '20' spaceon the psi-point track on the mission

status display.The Genestealer player must move the counter down the track as the Librarian uses psi-points. Once ali20 psi points havebeen used, the Librarian may not use any of his psychic abilities for the remainder of the mission.

fORCE AXl

The Librarian's force axe allows him to channel his psychic energy into adeadly close combat attack. Torepresent this, psi points canbe used to add a bonus to the Librarian's dice rollina close assault to the Librarian's

front. Each point spent adds +1 to the dice roll. The points are spent after the dice arerolled and anyre-rolls have been made.

PSYCHIC POWERS

A Librarian can use one psychic power per SpaceMarine turno This coststhe Librarian a number of psi points depending onthe power being used. Note that using a psychic power isnot an action as such: it does not cost the Librarian any action points, and it may be usedat any point during the Space Marine turn, including when another SpaceMarine istaking anaction. Only one psychic power maybe used per Space Marine turn.

Prescience

Usinghispowers of foresight, the Librarian allows the SpaceMarines to act with greater coordination and efficiency. Using prescienceallows the Space Marine player to move the command point marker one spaceback along the track. The counter cannot be moved back past the '0' space.Thispower costs the Librarian 1 psipoint.

Force Barrier

The Librarian creates a psychic barrier. Placethe force barrier counter in an empty square within 12 spaces of

the Librarian (no line of sight isrequired). Theforce barrier remains in play for the rest of the turn, and is then removed inthe Mission Status phase. While it isin play no model may enter or shoot through the square. Thispower costs the Librarian 2 psi points.

Psychic Storm

The Librarian unleashesa psychic attack upon the enemy.

The Librarian can target a single Genestealer or blip within 6 squaresof the Librarian, or a board section that hasat leastone square within range. Noline of sight is

required. Ifthe power istargeted onasingle Genestealer ar blip then it is destroyed on a roll of 2+. If a board

section is targeted then any Genestealers or blips on the board section aredestroyed on a roll of 4+. Doors and Space Marines are not affected bya psychic storm. This power costs the Librarian 3 psipoints.

(12)

OODLORD

T

The oldest and most polWiE!rlIl:IÍ Gierlestecllersareknown as Broodlords. Even more vicious and intelligent than their offspring. B foes. The instructions for a mission will tell you if a Broodlord is part of the Genesteall:!or

REVEALING

~_'",,",' AI•..

O

RO

Ifamissionspeáfies

-

~=

c ~ '. en

once during the rniss e'can

choose to saytha a'"' _ - "ac: the

Broodlord. Instead of '" - -~ :::':õ-=s::ea e5. place

the Broodlord mod ~ --~ ~--= :x::.-...~

=_

-

e blip counter. When revea~~ as a

Genestealer with e':

HARD TO IO

L

It takes a lot moreto .

Genestealer. To represe L

killthe Broodlord if fi) , ~

enough to kill the tarqet - -E --: -õ

this meansthat heavy a.•...

Thisrule does not apply to assa; L

m.

MIGHTY BLOW

TheBroodlord can deliver a 5 9 o. in dose combat. To represen is,i adose assault against an

enemy to itsfront, the Broodlord addstogether its best rolland itslowest roll to find his score. For example, the

Broodlord rolls a 6, 6, 3. The Broodlord adds together the 6and 3, giving a total of 9. If the Broodlord is ever

forced to roll less than three dice, then itsimply usesthe

combined total rolled on the dice.

IMMUNE TO PSYCHIC STORM

The Broodlord hasthe psychic strength to resistapsychic storm and isnot affected bythe power.

DESIGN NOTES

SPACE HULK WAS FIRST PUBLlSHED IN 1989. DESIGNED BV THE ECCENTRIC BUT HIGHLY TALENTED GAMES

DESIGNER RIBHARD HALLlWELL (I"IAL TO HIS FRIE:NDSl, IT QUICKLY ESTABLISHED A REPUTATloN AS A CLASSIC

GAME WITH A LEGIDN DF LOYAL FANS WHO STILL PLAV THE GAME TO THIS DAV. A NUMBER DF SUPPLEMENTS FOR

THE F"IRST EDITION FOLLOWED, AODING RULES FOR LIBRARIANS ANO WEAPONS 5UCH AS THE ASSAULT CANNDN.

FOR THE NEW EDITloN WE: CoNCENTRATE:D oUR CREATIVE ENERGIES oN PRoVIDING THE BEST PLAYING PIECES

WE POSSIBLY COULD. THE RULES ARE MOSTLY UNCHANGEO, WITH THE EXCEPTIDN THAT ALMOST ALL DF THE

AODITIONAL RULES FROM THE SUPPLEMENTS ARE INCLUDE:D IN THE MAIN RULEBOOK. WE'VE ALSO TAKEN THE

OPPORTUNITY TO MAKE A COUPLE DF NEW ADOITIDNS LlKE THE NEW BROOOLDRD ANO THE RULES FOR GOING

'ON GUARD', BOTH DF WHICH WILL GIVE PLAYERS DF EARLIER VERSIONS ar:-THE GAME saMETHING NEW TO TRY.

WHAT HAS CHANGED MOST IS THE qUALITY DF THE GAMING prECES, ESPECIALLY THE MINIATURES, WHrCH

HAVE BENEFITED FRoM T"'E OECADES DF EXPERIENCE oUR MINIATURES DESIGNERS HAVE BUILT UP SINCE THE

FrRST EDITIDN DF THE GAME WAS PUBLISHED. WE FEEL THAT THE RESULT IS THE FINEST VERsrDN DF SPACE

(13)

lHE MODELS

Ali the models consist of several different components that clip together. Select a model you want to assemble and carefully remove ali of the components from the frame. lhe models will better survive the wear and tear of battle if you glue them together using plastic glue, and they will look considerably more attractive if you paint them using acrylic paints from the Citadel range .

.,

.

.•

••..

~

Each modelclips together readyforplay. You can glue tnepartsin placeifyouwish.

Refer to the pictureson the side of the boxarthe back pageofthe Missions

Book whenassembling your models.

FACING

During the game the models areplaced on the squares on the board to show their location. Each model must

face one sideof the square it is occupying - it cannot face diagonally.

The facing of a model isdetermined bythe head of the model - the direction that the model islooking is the direction it isfacing. Ifthe facing of a model is unclear, simply te" your opponent which way the model is facing.

Correct Facing: Thehead af the modelis pointing towards the

(14)

REFERENCE SHEET

TURN SEQUENCE

Space Marine Turn

Command Phase Action Phase

Genestealer Turn

Reinforcements Phase

Action Phase

Mission Status Phase

Power Cost

Prescience 1

ForceBarrier 2

""Ps-y""'ch"""'S-":"i-'toc-r-m--- 3

Effect

~

~---

~

Move com

-

~

mand point marker back 15

Range 12. Barrier blocks square.

Range 6. Single target destroyed on 2+. Area target(s) destroyed on 4+.

PSYCHIC POWERS TABLE

ForceAxe +1 to dose assault score per psipoint.

ACTION

POINT TABLE

SpaceMarines: 4

A

c

tion Point

s

Genestealers & Blips: 6

A

c

ti

o

n P

o

i

n

t

s

Action Space Marine Genestealer Blip

Move forwards 1sguare 1* 1*~ 1

Move backwards 1square 2* 2** 1

Move sideways 1square 1** 1

Turn90degrees 1*

Turn 180 degrees -~---:--- ••..•

Fire Storm Bolter orAssault Cannon 1

-

~

---~---~

Setoverwatch/guard 2

Clear jammed Storm Bolter 1

Fire Heavy Flamer

-

:

2

::

---.

Close assault 1

-:---Openlclose âoor 1

*TheSpaceMarine may fire astorm bolter orassaultcannon as partof thesame action, at no additionalcostin APs.

**TheGenestealermay turn 90degreesaspart of the same action, atno additional cost in APs.

SHOOTING

TABLE

VVeapon Range

Storm Bolter Unlimited=

-~----~---HeavyFlamer 12

Assault Cannon Unlimited*

*Rangeis12 squareswhenon overwatch

Dice 206 106 Kill 6+ 2+ Notes

Overwatc ,sustained fire, jam

~----Area effect, persistent, 6 shots

-,

,

----.

,

..

,,

-

..

Overwatch, 10 shots, reload, sustaineâ fire

306

5+

CLOSE ASSAULT

Model Assault Dice

Genestealer 306

Notes

Broodlord 306

Space Marine with power fist 106

Space Marine with lightning daws 206+ 1

---

~~~-

---

~

Sergeant with R~0;;.w~er_s_w~o_r_d_~ ~~_~---.:...1O=-=-6+~1 ~p-::;ar:..:..ry~ --'

Sergeant with thunder hammer & storm shield 106+2 Block

Lioranan with force axe 106+ 1+? Psi Points

Mighty Blow

(15)

OTHER PlAYING PIECES

MISSION BOOK

SpaceHulk isplayeâ by fighting missions. Beforestarting, the players must choose amissionfrom those included in the separate

Mission Book. Eachmission shows

how to set upthe game board and

which modelswill beused, and has a setof victory conditions that eachside istrying to achieve in order to win the game.

lHE GAME BOARO

The corridars, junctions and rooms of the SpaceHulkare

represented bythe boardsections included with the game. They aredesigned to 'jig' together to create a map on which the mission is played. Each mission has a specific mapthat shows how the board sections are set up. To regulate movement, the board isdivided into squares,

sometimes referred to asspaces. Eachsquare canhold one Genestealer ar Space Marine model ar blip counter. Note that although some squareslook badly battle damaged this hasnoeffect on play and does not stop a model moving into the square.

OOORS

Space Hulk includes a number of cardboard doors. These are designed to be placed in the special stands included

with the game, so that they can stand up. The location of

any doors needed for a mission will be shown on the missian map.

lHE llMER

Torepresent the tense environment and split-second decision-making of combat aboard a space hulk, the

Space Marine player hasanly alimited amount of time to perform his turnoTheamount of time isdetermined by the sand-filled timer included with the game.

lHE OICE

The dice(or D6for short) included with

the game areused to resolvethe results of shooting and hand-to-hand combato

(16)

Mission Status Display Command Points Track Assault Cannon Ammunition Track Psi Points Track Genestealer Entry Area Assault Cannon Ammunition Counter Assault Cannon Ammunition Reloaded Counter Psi Points counter Command Points Counter 10. Jam Counter 11. Overwatch Counter 12. Guard Counter 13. Space Marine Controlled Area Power Field Generator -Damaged Power Field Generator -Undamaged

Force Barrier Counter Ladder Down Ladder Up Flamer Marker Blip - Face Down Blips - Revealed

BLIPS

The Genestealers' exact numbers are initially unknown to the Space Marines, and this isrepresented by the use of face-down blip markers (arsimply blips). Eachface-down blip could be 1,2or 3Genestealers. The SpaceMarine player may not look at the value of blips, allowing the Genestealer player to gather and move hisforces with a degree of secrecy until the exact dispositions of the Genestealers are revealed during the course of the game.

MISSION

STATUS DISPLAY

Space Hulk inc\udes amission status display board that is used to keep track of various pieces of information during the game. For example, it isimportant to keep track of the number of command points the Space Marines use, and you will need to keeptrack of the ammunition used by an assault cannon or the psipoints used by the Space Marine Librarian. The mission status display hastracks and counters that are usedto record ali this information during the game.

MARKERS

s,

COUNTERS

Therearea wide number of different counters included in the game. These are usedto show how much

ammunition a Space Marine has remaining or if their gun has jammed, and 50 on.

(17)

Once-you have the board set up and the models deployed, as described in the Missions book, you are ready to play. Every game of Space Hulk is played through in a series of turns - first the Space Marine player, and then the Genestealer player. Each turn is broken down into a number of phases, for simplicity and ease of play.

When it isyour turn you maymove and fight with aliof

the models under your command. The turn sequence

below summarises what each player doesin his turn, and

the order that these activities are carried out in. At the start of their turn each player gains extra help

-the SpaceMarine player gains command points, which

allow his Space Marines to carry out extraactions during

the turn, while the Genestealer player can bring extra

blips and models into play.

The next thing the players do isto move and fight with

their models. The Genestealer player maytake aslong as

he likesover his turn, but the Space Marine player only

has alimited time inwhich to complete histurn,

representing the difficulty of fighting against creatures with the lightning-fast reactions of the Genestealers.

After the players have completed their turns there is a

Mission Status phasewhich isused to tidy upthe

board and remove any counters or markers that areno

longer needed.

SPACE MARlNE TURN

Space Marine Command Phase

First the SpaceMarine player must seehow many command points he hasfor theturn, asexplained later.Then the Genestealer player startsthe timer.

Space Marine Action Phase

Next the SpaceMarine playermay move, shoot and complete anyother actions with each of the SpaceMarines under hiscommand. When thetimer runs out the SpaceMarine Action phase ends immediately.

GENESTlALlR TURN

Reinforcements Phase

At the start of his turn the Genestealer playersees how many reinforcement blips he gets this turn and places

them beside the entry areason the board, asexplained later.

Genestealer Action Phase

TheGenestealer player carriesout actions with the Genestealers and/or blips under hiscontrol.

MISSION STATUS PHASE

Oncethe Genestealersplayer has completed hisAction phase, the turn endswith anynecessaryrecord keeping

inthe Mission Statusphase.

-

~

~- --

~

(18)

COM

D PHASE

At the start of the game take the sixcommand point counters and place them in a mug or similar opaque container. Then, in the Command phase the Space Marine player draws a command point counter at random from the container, to see how many command points he will have for the turnoAfter examining the counter he places it face down on the 'O' space on the command track of the mission status display board, without showing it to the Genestealer player.

Space Marine Sergeants

SpaceMarine Sergeants areveterans of a hundred battles, trained to issuecommands that will befollowed without questiono To represent this, aslong asthere isat

least one SpaceMarine Sergeant on the board, then the

Space Marine player may choose to return the command counter he has drawn to the container, shakethe counters up,and draw areplacement counter. Hemust usethe replacement counter, even if it hasalower value

than the counter that was first drawn.

Using Command Points

Command points can beusedbythe SpaceMarine player

in both the SpaceMarine turn and the Genestealer turn

in order to allow Space Marine models to carryout extra

actions. How this works is explained in the relevant rules sections below.

Keeping Track of Command Points

The command points counter isplaced face down on the

'O' spaceon the command point track of the mission status display. It isthe Genestealer player's responsibility

Agame of SpaceHu/kisreaching itsc/imax.The

mission status disp/ay showsthat the Space Marines

haveused four command points50 far this tutn. They

have twoshots /eftintheassaultcannon before it must

re/oad, and the Librarian has 6remaining psi points.

to move the marker along the track whenever the Space

Marine playerspends command points.

Thecommand points counter isrevealed inthe status

phase atthe end of the turno The Space Marine player is not allowed to use more command points than the number shown on the counter, and if hehasused more

command points than hehad available then he

immediately losesthe game.

The Timer

TheSpaceMarine player only has alimited amount of

time to complete hisAction phase, which iskept track of

with the timer included inthe game.

Itisthe Genestealer player's responsibility to start the timer. He does this after the SpaceMarine player has

placed the command points marker onthe 'O'space of the mission status display When the timer runs out the Space Marine turn ends immediately! Complete any action that the Space Marine playerwas inthe processof

(19)

The bulk of the Space Hulk rules deal with how models and blips move and fight on the board. This is

_conducted in each player's Adion phase. In the Action phase each model under a player's command receives a number of action points that the player can use to have the model carry out actions.

ACT

I

ON POINTS

During the Action phaseeachmodel or blip has a certain

number of action points (AP) to spend on actions, as

shown inthe chart below.

Action Point Allowance

Space Marine 4

Genestealer 6

Blip 6

Actions

Action points are usedto carry out actions. Each action

costsacertain number of AP to perform. The actions and

their AP costs arecollected together on the summary

sheet below and explained in detail later on in this rules section. Possible actions include moving, opening and closing doors, shooting and attacking the enemy in dose assault.

In hisAction phase the playeractivatesthe modelsand blips

under his command one ata time. When apiece isactivated itexpendsaction pointstocarry out actionsuntil the player

Itisthe Space MarineActionpbese.The SpaceMarineplayer ectivetesaSpaceMarine model that isneer adoorway,andmay now spend 4 action points to carry out actions with themodel.The

Space Marinemovesforward twosquares (2actionpoints), opens

the door(1 actionpoint), and thenshootsatthe Genestealer

(1 actionpoint). The player maythenactivate another model,and

50on until ali Space Marine modelshavebeenactivatedor the

timer runs out.He maynotgobeckto a Space Marinehehes

alreadyused except by spending command points.

Space Marine

1*

2*

ACTION POINT TABLE

SpaceMarines: 4Action Points

Genestealers & Blips: 6Action Points

Action

Move forwards 1square

Move backwards 1square Move sideways 1 square Turn 90 degrees Turn 180 degrees

Firestorm bolter or assaultcannon Setoverwatchlguard

Clear jammed storm bolter Fire heavyflamer Close assault Open/close door Genestealer 1** 2** 1** Blip 1 1 1 1* 1 2 1 2 1 1 _" " 0:,': -. - - '. ~-::"'~'::";Á''''':'. ' -F:' -:.. ,.... . ,. - . - ~ -

-

.

'.

.

*The SpaceMarinemayfire a stormbolterarassaultcannonas partof the sameaction,at noadditionalcostin APs

(20)

wishes tostopor the piecehasrun out of action pointsto

use. Actions are performed oneat a time, and each action must becompleted before moving onto the next one.

Once ali models and blips have performed theiractions the

player'sturn is over. A player may only activate onemodel or blipat atime and onee that pieee hascompleted its aetions

it maynot be activated again exeeptto usecommand points

- the playersmust plan their turns50 thatthey do not have

to swap baekand forth between pieees.

COMMAND POINTS

Eachturn the SpaeeMarine player getsanumber of command points. Theseallow the Spaee Marines to take

extra aetions in addition totheir narmal allowanee of 4

aetion points, and ean even be usedineertain situations

during the Genestealers' turno

When usedin the Spaee Marine turn, command points aretreated exactly likeadditional action points that can

be spent performing actions. They may be spent onthe same SpaceMarine, orspread out over severaI asthe

player seesfit. Command points eanbe usedon a Space Marine model at any time during the Action phase, even if it has already finished his move.

The Space Marine player canalsousecommand points in

theGenestealersturn to react tothe actions of his opponent. Theycan bespentto perform actions out of sequence - s

o-command points could be usedtofireaweapon, dose a

doar and50on during the Genestealer player'sturno

It isthe Genestealer Action phase. The Genestealer uses an action point to move forward asquare. In response the Space Marineplayer declares he willspend acommand point to take a

shoot action. The shooting attack happens before the Genestealer takes itsnext action.

Command points canonly be spent in the Genestealer

turn ifa Space Marine model hasline of sight to a

Genestealer that hasjust completed an action (Iineof sight is explained under Shoot Actions on the next page).

Each action witnessed allows a Space Marine to

perform one action (thismay be anaction that costs 2action/command points). The SpaceMarine's action happens immediately, and before the Genestealer carries out itsnext action.

MOVE

s,

TURN ACTIONS

AGenestealer, SpaceMarine or blip is allowed to take

'move' or 'turn' actions. Move actions allow the model or

blip to move one square, and turn actions allow them to

ehange their facing. The number of APsit eoststo carry out the action variesdepending on how difficult it is to carry out, asdescribed below.

Move: Itcosts 1AP to move one spaeeforwards, ar

diagonally forwards, and 2AP to move backwards one

space or diagonally backwards one space.Blips are an

exception to these rules, and can move inany direction for 1AP(see the rulesfor blips later on). SpaceMarines

maynot move sideways - they must turn to face bef9re

moving into the square. Genestealers can move sideways at a cost of 1AP.

A model ar blip eannot move through another model,

blip, or aclosed door. A model also cannot move

diagonally ifthis meansitwould pass between two

squares containing a wall or a model

-see the example below.

TheGenestealer may not move into the squares marked X,asit would have to move between theSpace Marineand the wall.

Turn: Genestealersmayturn 90°totheleft er right as part,....

of a move action. Theturn ismade before ouafter the

.

..

.,

move (but not both), and does not costany action points or

count as a separate action. Ali other turns aret~ken ãs a separateaction. SpaeeMarinesmay turn 90°tothe lett ar

(21)

Thisdiagram shows how many aetion points iteosts the Genestealer tomove into an adjacent square.

Thisdiagram shows how many action points itcosts the Space

Marine tomove into an adjacent square. Note that the Space

Marine eannot move sideways.

Exiting the Map

Inseveral missionsmodels need to exit the board through an exit point shown on the deployment map. Inorder to exit the map the model must

'move'

into an imaginary

square off the board at the exit point. A model that

leaves the map is out of playand maynot return.

Doors

Armoured doors often divide the corridors and rooms of aspacehulk. Theseblock linesof sight and

moveme

nt

when closed, but when open have no effect on the game. Doors start the game closed. To open or closea

doar amodel must be inasquare adjacent to the doar and with the door inone of its three forward squares. It costs 1APto open or closeadoor.

'

.

'''; ,

.

'

, ., " .. .'

-

.

.-

~

.

.

"

~

.

..

~

~~~

--

-

-

-SH001 AC1

I

ONS

SpaceMarines are armed with storm bolters and powerful heavyweapons. They mayfire these at

Genestealer models and closed doors bytaking a shoot

action. Thecost of the action variesdepending on the

weapon being used: it costs1APto fire astorm bolter or assault cannon, and 2 APs to fire aheavy flamer.

Genestealers

h

ave

no ranged weaponry at ali and must

relyon closeassault to killtheir enemies.

Une of Sight

Inorder to be ableto shoot at something, the Space

Marine must be ableto seeit. A Space Marine can see

squaresin itsforward arc, as shown inthe diagram below. A model can see an unlimited distance aslong as

there isnothing in the way. Ifthere isamodel, wall, or

door in anysquare between the Space Marine and his target then he cannot seeit.

Thisdiagram shows whieh squares are considered to bein the model's forward are.As you cansee,the forward are widens from three squares, tofive, then seven and 50 on.

Corners

ASpaceMarine standing in acorridor canonly see round

acorner if he is standing next to it.

The Space Marine standing atthe comer canseethe GenesteaJer

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