Space Hulk Strategy Guide

Hints:
Placing marines
When each mission begins, immediately pause and study the map. Look for choke points. These are rooms or corridors that the genestealers must travel through to stop the squad from reaching its objective. Once these areas are identified, place terminators in such a way that one terminator is covering each corridor. If the choke point is an intersection or room, place two terminators at 90 angles to each other. Do not position them directly across from each other. Make sure the terminators have as much corridor as possible ahead of them in order for them to have enough time to kill rushing genestealers. A terminator can cover more than one area, provided that traffic is not too heavy and the corridors are long.

In later missions, there will be more choke points than can be adequately covered. A "leap-frogging" maneuver should be used. For example, set up a field of fire behind the key terminator (usually a flamer unit) and have fields of fire set up ahead, left and right. Assume that the squad has no spare terminators to provide fire for choke points en route to its objective. Bring the critical units toward the front fire zone, and use the "retreat" command on the back and side units. Organize the movements so that they will arrive at the location the critical unit at about the same time, which is difficult. Now, use one or two terminators to create a new firing zone where the genestealers will converge. Move all free units forward and past the forward choke points to set up new fire zones. Then move your critical units into the new safe zone and retreat your rear covering units. This creates a moving "safe zone" around your key units.

Do not try to create too large of a safe zone. If it is overextended the genestealers will break through at some point. By keeping the safe-zone small, if a bolter jams, it is possible to quickly move any backup units into position to thwart a total disaster.

Keeping the marines alive while on watch, with enemies coming from one direction
Keep the marines about three squares back from the point of first line-of-sight, and they will survive for approximately five minutes before the first genestealer gets through the fireline and goes into hand-to-hand combat. For best results, choose longer halls. Do not assign a marine to cover more than one direction.

Keeping cover while moving
If marine A is at the top of a hall covering the south, and you want him to move down the hall to cover an intersecting hall that connects from the east: Move marine A down one square. Move marine B to marine A's original position. Wait for both directions to clear. Move marine A one step into the new hall and cover his direction. The previous direction is already covered, and marine A was covered while moving into the new hall.

Killing genestealers more effectively
Try aiming for specific points of the body. The weak points are wherever their flesh is exposed. Hit those spots to kill them in one to three shots. One such point is at their feet.

Hand-to-hand combat (3DO version)
Look at the marine's experience (the bar under the eagle insignia). Troops with about three notches seem to be approximately 40-50% effective in hand-to-hand combat. When controlling a marine, rapidly press B (parry) until after the genestealer strikes. Then, press A for a few seconds to counter-attack, followed again by parrying. Press A if the genestealer ducks or sways from side to side. Simultaneously pressing A and B may also be helpful in some situations. The best way to survive hand-to-hand combat is to watch the genestealer animations. Block and attack at specific moments during the animations.

Genestealer behavior
There is a limit to the total number of genestealers (twenty). They will remain immobile if there are no marines nearby.


Mission summary:
Training - Purge and Retrieve
2 Terminators with no enemies
Storm Bolter, Heavy Flamer, Power Glove
Move to a specific area, Find/Place Relic(s), Flame room(s)

Training - Limited Resistance
2 Terminators with Genestealers
Storm Bolter, Power Glove
Seal door(s)

Training - Escape
One Terminator with Genestealers
Storm Bolter, Power Glove
Move to a specific area

Training - Covering Fire
3 Terminators with Genestealers
Storm Bolter, Power Glove
Move to a specific area

Original - Suicide Mission
5 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer
Flame room(s)

Original - Exterminate
5 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer
3 Terminators must survive for 5 minutes

Original - Rescue
10 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer
Move to a specific area, Find/Place a C.A.T., 1 Terminator must survive

Original - Cleanse and Burn
10 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer
Flame room(s)

Original - Decoy
10 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer
Move to a specific area, 5 Terminators must survive

Original - Defend
10 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer
Prevent enemy contact at a specific area for 5 minutes

Classic - Purify
5 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer
Flame room(s)

Classic - Swarm
5 Terminators with Genestealers
Storm Bolter, Power Glove
Move to a specific area, 1 Terminator must survive

Classic - Baneful Foe
1 Terminator with Genestealers and Patriarch
Storm Bolter, Power Glove
Seal door(s), Find/Place a C.A.T., Move to a specific area (No need to kill Patriarch)

Classic - The Perimeter
5 Terminators with Genestealers
Storm Bolter, Power Glove
Seal door(s), Move to a specific area, Get Terminators to different areas, 4 Terminators must survive.

Classic - Tech Support
10 Terminators with Genestealers
Storm Bolter, Power Glove
Move to a specific area, Find/Place explosives

Classic - Honour On Trial
10 Terminators with Genestealers
Storm Bolter, Power Glove
Move to a specific area, 10 Terminators must survive

Famous - Sabathius - sang-froid
1 Terminator with Genestealers
Storm Bolter, Grenade Launcher
Move to a specific area, Find/Use Power Field Generator(s), Real-time mapping

Famous - Sabathius - Blockage
1 Terminator with Genestealers
Storm Bolter, Power Glove
Move to a specific area, Find/Use Power Field Generator(s)

Famous - Sabathius - Entombed
1 Terminator with Hybrids
Storm Bolter, Chain Fist
Move to a specific area, Kill a specified opponent

Famous - Sabathius - Torpid Adversary
10 Terminators with Genestealers and Chaos Marines
Storm Bolter, Grenade Launcher
Find/Use Power Field Generator(s)

Famous - Bethor - Torchuous
5 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer, Grenade Launcher
Move to a specific area, Flame room(s), Power Field Generators available for use in this mission, Two terminators must survive, 22 minute time limit.

Famous - Bethor - Allocate
8 Terminators with Genestealers
Storm Bolter, Power Glove, Power Sword
Find/Use Power Field Generator(s), Flame room(s), Find/Place explosives, Activate switch(es)

Famous - Bethor - Penetrate
5 Terminators and Genestealers and Magus
Move to a specific area, Find/Place a C.A.T., 3 minute time limit, 1 Terminator must survive.

Famous - Bethor - Funeral Pyre
10 Terminators and Genestealers
Storm Bolter, Heavy Flamer, Power Sword
Flame room(s), Activate switch(es)

Famous - Vicconius - Caged Fury
5 Terminators with Genestealers
Storm Bolter, Power Glove
Move to a specific area, Power Field Generators available for use in this mission, 7 minute time limit, 3 Terminators must survive

Famous - Vicconius - Escort
10 Terminators with Genestealers
Storm Bolter, Heavy Flamer, Grenade Launcher, Power Sword
Move to a specific area, Activate switch(es), 6 minute time limit, 2 Terminators must survive

Famous - Vicconius - Spiral of Strife
5 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer, Grenade Launcher
Flame room(s), Activate switch(es), Power Field Generators available for use in this mission

Famous - Vicconius - Inferno
7 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer
Move to a specific area, Flame room(s), 2 Terminators must survive.

Famous - Saphon - Chilling Encounter
10 Terminators with Genestealers and Magus
Storm Bolter, Power Glove, Lightning Claws, Thunder Hammer, Storm Shield
Move to a specific area, 4 Terminators must survive.

Famous - Saphon - Gauntlet
10 Terminators with Genestealers and Magus
Storm Bolter, Power Glove, Power Sword, Assault Cannon
Move to a specific area, Power Field Generators available for use in this mission, 5 Terminators must survive.

Famous - Saphon - Triad
3 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer
Flame room(s), ,Real-time mapping

Famous - Saphon - Execution
1 Terminator with Genestealers and Magus
Storm Bolter, Power Glove
Kill a specified opponent, Real-time mapping, Power Field Generators available for use in this mission, Magus teleports frequently

Famous - Malloc - Unholy Amalgan
5 Terminators with Genestealers and Hybrids
Storm Bolter, Power Glove, Heavy Flamer
Move to a specific area, Find/Place Relic(s), Flame room(s), False lifeforms on scanner, 2 Terminators must survive.

Famous - Malloc - Phantom
5 Terminators with Genestealers and Magus
Storm Bolter, Grenade Launcher, Power Sword, Chain Fist
Move to a specific area, Find/Place a C.A.T., 3 Terminators must survive.

Famous - Malloc - Plunder and Purge
5 Terminators and Genestealers and Magus
Storm Bolter, Power Glove, Heavy Flamer, Chain Fist
Flame room(s), Find/Use reloads for empty weapon

Famous - Malloc - Snatch
5 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer
Find/Place Relic(s)

Famous - Malloc - Nemesis
5 Terminators with Genestealers and Chaos Marines
Storm Bolter, Power Glove, Heavy Flamer, Grenade Launcher, Chain Fist
Move to a specific area, Find/Place explosives, Real-time mapping, 3 Terminators must survive

Famous - Amael - Grand Hall
10 Terminators with Genestealers
Storm Bolter, Power Glove, Heavy Flamer, Lightning Claws, Assault Cannon
Move to a specific area

Famous - Amael - Sanctum
10 Terminators with Genestealers and Patriarch
Storm Bolter, Power Glove, Grenade Launcher, Thunder Hammer, Storm Shield, Assault Cannon, Chain Fist
Move to a specific area, Find/Place Relic(s), Kill a specified opponent, Power Field Generators available for use in this mission, 2 Terminators must survive

Famous - Amael - Vigil
5 Terminators and Genestealers
Storm Bolter, Power Glove, Heavy Flamer, Grenade Launcher, Lightning Claws, Thunder Hammer, Storm Shield, Assault Cannon
Prevent enemy contact at a specific area for 6 minutes.

Famous - Amael - Tempus Fugit
5 Terminators with Genestealers and Hybrids
Storm Bolter, Power Glove, Grenade Launcher, Chain Fist
Find/Place explosives, Scanner will only give proximity beep with no enemy display, 5 minute time limit

Famous - Amael - Pursuit
1 Terminator with Genestealers
Storm Bolter, Grenade Launcher
Move to a specific area, Find/Place a C.A.T.

Famous - Amael - Clandestine Evil
1 Terminator with Genestealers
Storm Bolter, Power Glove
Move to a specific area, Real-time mapping, Scanner will only give proximity beep with no enemy display


Campaign strategy:
Plunder
Destroy all doors that are visible. Most of the doors in this scenario seem to be one way. Destroying them keeps the path to friendly fire support open. Note that the white doors cannot be destroyed in this scenario.

Take control of the central horizontal two-wide corridor, with two troops in each direction. This prevents the Chaos marines from surprising the squad. A Chaos marine is about as powerful as one of your marines. Never station your troops alone. The chance of survival would be 50%.

Close the white doors. This keeps new Chaos marines from getting past. Use your character to do this. Retreat to an area with friendly support when a Chaos marine gets near. Note that if one of the sealed doors is open, the Chaos marines will always come to it. By positioning a marine at this location, it is easy to rack up the kills and experience. There is no time limit and experience helps in hand to hand combat.

Working one white door at a time, open it and destroy all the doors near that white door. Retreat to the white door when the enemy is heard nearby and use open-fire-close-heal tactics.

After doing completing the white door tasks, take control of the two large rooms past the two middle white doors, assigning two marines to a room.

Use standard tactics to get into the room next to the Chaos marine generators at the top of the map (red arrows), where the third relic is found. There are two enemy entry points in that room. Place two marines facing the entry-points, and no Chaos Marine will enter the room alive.

The first and second relics are on your side of the white doors. To retrieve them, move two marines in to cover the generators. Then, move your character in to pick up the relic. Relic positions appear to be fixed and not randomly placed with each game. Note that a relic is visible only when a marine is next to it. Once the marine moves away, the yellow blip disappears.

To get to the first relic (*), start at the first room, walk down the corridor until your character gets to the next room. Take the first right turn until your character enters a square room (also the next room). Take a left until your character gets to an intersection like this:

   _______________ 
     ____     ____ 
         | * | 
         | __| 
         | | 
         | | 

The second relic is in a room to the upper right portion of the map. This is the room just before the rightmost bulkhead (white door). Follow the large, central, double wide corridor as far right as it allows. Turn left and enter the door into the relic room where the relic is in the upper right corner.

After retrieving the relics, retreat and close the white doors behind your character. The message "not enough power gloves" will appear if the squad does not have enough terminators to retrieve all three relics. Each relic must be held by a marine when the mission is exited.


Initiative
At the start, run the marines to the two entry points in the upper area. Then move in full sweeps down the corridors. Shoot down side halls to hold back the enemy until the designated marine gets into position to hold his hallway. Shoot at the enemy's feet to kill them with just two bolts.


Killing Grounds
Keep a marine above to cover the tunnel through which the genestealers are coming. Go down to the four white doors. Open the leftmost door, and start shooting. Never open a door with a genestealer just on the other side. When the door is open, begin firing, and backup. The fire will stop the genestealers letting your squad get back far enough to have room to kill. Your character should be able to clear everything on the first arena. Command the marine to come down to the exit, making sure he covers his back. No enemies will come through the green doors as long as your character does not get too close to them. After the marine is in the arena, close the white door. Those aliens are now sealed.

Go to the double set of green doors. They can only by opened by genestealers, not humans. However, they can be shot open. Do so. Advance through the second arena, keeping watch on your right where the genestealer generators are. Genestealers here generate slowly, so once the main contingent is cleared, let the marine cover the rest while your character takes care of the generator at the right end. When the marine has crossed the second arena (which may take a while), either sacrifice him by telling him to keep watch while your character retreats to safety, or cover him as he approaches the exit. For the best possibility for him survive note that there are breaks in the waves of genestealer appearances. Move him from the tactical screen one intersection at a time during these breaks.


Barren
Move east from the starting room, and go to the first location that opens to the north. The entrance to this room looks like:

      _   **   _
       |  **  |
       |_    _|
         |  |

Flame each of the four indicated squares (*) and the fire will never extinguish. Note that none of these squares have a side that touches a wall. This room has a Genestealer entry point to the north, and a hallway that leads east from the north end of the east wall. Set up a secure position, advance a marine and a flamer to a position to flame the target squares, and retreat. Wait until all twenty Genestealers are be trapped behind the fire. Then, advance to the room that the aforementioned hallway enters. It also has a point where the flame can be used to block the Genestealers. Do not shoot the Genestealers that slip down the hall towards your troops. Instead, shoot slowly at an angle to force their advance to stop. Then, bring in the flamer and flame the other end of the hallway closed. Next, advance the other terminators down the south-ward path to the exit point. This prevents them from shooting the trapped Genestealers.


Fail-safe
In this mission two power field generators must be placed near the starting point. There are many Genestealers here. The tactical map will display where the generators are. If they seem too far away, quit the mission and restart. The generators are never in the same place. Eventually the generators will appear reasonably close to the starting point.


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