Death Angel Rulebook Web

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    Enter the Space Hulk++IncomIng TransmIssIonLeveL Red ++

    Blood Angels Mission Briefing 7362-1Brother sergeAnt lorenzo:

    AsseMBleyour terMinAtorsquAdAndAssAultspAcehulk ++sin

    of dAMnAtion++ viABoArdingtorpedo. extreMe genesteAler

    infestAtionABoArd. youroBjectiveistodestroytheforwArd

    lAunchcontrolrooMs. expectheAvyresistAnce.

    estiMAtes: 44% chAnceofMissionsuccesswith 86% squAdcAsuAlties

    ++End TransmIssIon++

    Fifty metres down this corridor to the launch controlante-chamber, Brother Sergeant. We should be ableto reach the control rooms through there. No signs ofhostiles detected. Brother Omnios auspex retractedinto his power st as he nished his scan.

    Very well, Sergeant Lorenzo nodded. Brothers, weadvance. I shall take point, Brother Goriel is rearguard.

    The squad moved without hesitation, massive sets

    of Tactical Dreadnought Armour lling the narrowpassageway. The Terminators size forced them toproceed single-le down the corridor. Lorenzo led, hiscrackling power sword held ready while he quickly andmethodically checked each side passage for signs ofthe foe.

    I am suspicious, Brother Sergeant, Brother Zael spokequietly over his auspex. There should be xenos here.Why leave a vital location without defences?

    Who can understand a beastial xenos mind? Lorenzoresponded. Beware the thoughts of the alien, Brother.

    They had almost reached the ante-chamber whenBrother Omnios auspex began pinging. The squadimmediately froze. One contact, unclear signalstrength. Ten metres and closing.

    Direction? Lorenzos eyes narrowed and he raised hisstorm bolter to cover the empty corridor in front of him.

    ...directly in front of us, Omnio said slowly as hechecked his auspex. Five metres.

    I see nothing, Brother Deino growled, his weaponsoptical sight probing a side passage.

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    One metre...

    They are beneath us! Lorenzo yelled.

    Without hesitating, he levelled his storm bolter. The deckexploded and shattered as he pulled the trigger, revealingdozens of blood thirsty Genestealers scrambling towardshim from the dark passageway below.

    Lorenzo held the trigger down, scything the bolts backand forth as the deck plating gave away below him and

    he tumbled forward. He sank into the crawlspace up tohis waist, clutched at by alien talons. Even as his swordhewed through the genestealers in a blizzard of limbsand ichor, their claws lashed out, drawing deep gougesthrough his armour.

    He lifted his sword, and his voice roared over the

    constant thunder of the storm bolters. By our fury, theyshall know the Emperors name! Forward, for Sanguiniusand the Red Grail!

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    IntroductionIn Space Hulk: Death Angel the Card Game,

    one to six players take control of a squad of BloodAngels Space Marines and venture deep into amassive Space Hulk to eliminate the Genestealerthreat. Death Angelis unique in the fact that it is aco-operative game, that is, all players win or losethe game together!

    Unless stated otherwise, this rulebook assumes thatyou are playing with four or more players. Rulesfor one to three players are slightly different anddescribed on page 30.

    Component ListThis Rulebook

    128 cards consisting of:

    18 Action Cards-

    2 Brood Lord Cards-

    30 Event Cards-

    36 Genestealer Cards-

    22 Location Cards-

    12 Space Marine Cards-

    8 Terrain Cards-

    12 Support Tokens

    6 Combat Team Markers

    1 Combat Die

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    Component

    BreakdownAction CardsThese cards are used by playersto perform a number of activitieswith their Space Marines. This

    includes attacking Genestealers,moving to more strategic positions,and supporting their battle-brothersin combat. These cards are colourcoded, with three cards matching the colour of eachcombat team.

    Brood Lord CardsThese Genestealers are deadlierthan normal Genestealers.Theyarenevershufedintothe

    Genestealer deck and are onlyused when instructed by a specialLocation card.

    Event CardsOne of these cards is drawn

    each game round, andrepresents thematic effects thatcanbenetorharmtheSpaceMarines. The information on thebottom of these cards is used tomove Genestealers and spawn newones into play.

    Genestealer CardsThese cards are used to representhostile creatures that want nothing

    more than to rip Space Marinesinto tiny bits. They can be placedface down in a blip pile, or face upengaged with a Space Marine card.

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    Location CardsThese cards represent the differentplaces within the Space Hulk thatSpace Marines can travel to. EachLocation has different effects andterrain which greatly changes thefeel of the game. Three of these cards are destinationswhich the Space Marines need to reach in order to win

    the game while four others are used during setup.

    Space Marine CardsThese cards represent an elitesquad of Space Marines whichplayers control throughout the

    game. The coloured backgroundof each of these cards is used toidentify which combat team it belongs to.

    Terrain Cards

    These cards are placed next toSpace Marine cards as instructedby Location cards. They markthespecicpositionswhereGenestealers may spawn, andmayhavespecicabilitieslistedonthem.

    Support TokensThesetokensrepresentthecombinedreand aid that Space Marines provide foreach other, and are used to reroll a die

    when attacking or defending.

    Combat Team MarkersThese markers are chosen by each playerat the start of the game to show whichcolour(s) of Space Marines are under his control.

    Combat DieThis die is mainly used to determine the resultof Space Marine and Genestealer attacks.

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    SetupBefore playing a game ofDeath Angel, players must

    perform the following steps in order:

    Stup dcks:1. ShufetheGenestealerdeckandEvent deck separately, and place them at the top ofthe play area within easy reach of all players.

    Stup Starting Location:2. Find the SetupLocation card for the appropriate number ofplayers (printed on the card), and place it in thecentre of the play area.

    Stup Location dck:3. Shufeeachnumbereddeck of Location cards separately. Then create adeck of random face down Location cards basedupon the instructions on the Setup Locationcard. For example, if the card lists 1C 23 4, the players would create a deck of fourLocation cards, with a random 4 Location cardon the bottom and a random 1C Location cardon the top. This deck will be used when playerstravel to new locations (see page 25).

    Choos Combat Tams:4. Starting with arandom player and proceeding clockwise, eachplayer chooses a Combat Team Marker. If playingwith three or less players, proceed around thetable more than once (see page 30).

    Each player keeps his chosen Combat TeamMarker(s) face up in front of himself to inform allplayers which colour Space Marines are under hiscontrol. Each player then gains all Action cardsmatching his combat team(s) to form his hand ofAction cards.

    Return all unused Combat Team Markers to the

    game box along with each Space Marine andAction card matching its colour. These markersand cards will not be used during this game.

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    Stup Formation:5. Take all Space Marine cardsmatching all players Combat Team Markers andshufethemthoroughly.Sincethesecardsshow

    informationonbothsides,theyshouldbeshufedunderthetableorcutbyoneplayeraftershufing.

    Then deal out one Space Marine card at a time,starting just below the Setup Location card, toform a vertical line of Space Marine cards (see

    diagram on page 9). This line of cards is known asthe formaTIon.

    The cards on the top half of the formation areippedsothattheyarefacIng left (see Facing andRangeonpage19),whiletheotherhalfareippedto face to the right. Therefore in a four player game,thetopfourSpaceMarinecardsareippedtofacetowardstheleft,whilethebottomfourareippedto face towards the right (see diagram on page 9).

    Plac Support Tokns:6. Place all Support

    Tokens and in a common pile easy reach ofall players.

    Stup Trrain Cars an Blip Pils:7. Terraincards are set up according to the Setup Locationcard (see Place Terrain Cards on page 26).

    Then place a number of Genestealer cards facedown in each blip pile adjacent to the SetupLocation card (as listed on the Setup Location card see Blip Piles on page 20).

    Spawn Starting Gnstalrs:8. Draw the topcard of the Event deck, and spawn Genestealersas listed on the activation area of the card (seeSpawning Genestealers on page 21). All otherinformation on this card is ignored. Then discardthis card.

    After each player has drawn his Action cards, playersbeginthegamebyproceedingtotherstgameround.

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    Setup Diagram(4 player game)

    Genestealer Deck1.

    Location Deck2.

    Event Deck3.

    Left Blip Pile4.

    Setup Location Card5.

    Right Blip Pile6.

    Terrain Cards7.

    Pile of Unused Support Tokens8.Swarms of Genestealers9.

    A Players Combat Team Marker and Hand10.of Action Cards

    Space Marine Cards in the Formation11.

    1

    4

    7

    7

    2

    5

    3

    6

    8

    7

    7

    11

    9

    10

    9

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    Object of the GameThe object of the game is for the Space Marines

    totraveltothenalLocationcardinthedeckandfullthewinningconditionlistedonthecard.Players can also win by eliminating all Genestealersin the formation andin both blip piles while at thenalLocation.Assoonastheyfulloneoftheseconditions, all players win the game.

    If all Space Marines are slain before attainingvictory, all players lose the game. In the oddcircumstance that the last Space Marine is slain attheexactsametimethattheplayersfullSpaceMarine victory, the players win!

    Playing the GameThis section describes the basic rules for playingDeath Angel, mostly focusing on the phases of agame round.

    A Game RoundDeath Angelis played over a number of gamerounds until either all Space Marines have beenslain or they have won the game. During each game

    round, players perform the following phases in order:

    Choos Actions Phas:1. Each player secretlychooses which Action card he would like toresolve this round.

    Rsol Actions Phas:2. Each player resolvesthe Action card that he chose during phase 1.These cards are resolved in ascending orderstarting with the lowest numbered card.

    Gnstalr Attack Phas:3. Each swarm ofGenestealers in play attacks the Space Marinethat it is EngagEd with.

    ent Phas:4. The currEnTplayEr draws the topcard of the Event deck and resolves it.

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    After resolving the Event Phase, players proceedto resolve a new Choose Actions Phase. Thisprocess continues until either all Space Marines are

    slain or the Space Marines have won the game.

    1. Choose Actions PhaseDuring this phase, each player simultaneouslychooses one Action card from his hand and places

    it face down in front of himself. If playing with threeor fewer players, each player chooses more than onecard (see page 30).

    A player may notchoose an Action card that heresolved during the previous game round. To helpremember this, players should keep chosen Actioncards on the table until the endof the ChooseActions Phase of the nextgame round.

    The chosen Action card determines not only whichtype of Action his Space Marines will be performingduring this round, but also the order in which

    players will resolve their Action cards.

    Players may share any information they wish aboutthe Action cards in their hand but may notshowcards in their hand to other players.

    Example: During the Choose Actions Phase Joetells his team mates that he would like to attacksome Genestealers. However, he will only choosean Attack Action card if another player plans onsupporting his Space Marine that is engaged with aswarm of Genestealers.

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    2. Resolve Actions PhaseOnce all players have chosen Action cards, allchosen cards are simultaneously turned face up.

    Each Action card is resolved once, starting withthe lowest numbered card (listed in the upperleft corner of the card) and proceeding upwards.Therefore, the card with the lowest number isalwaysresolvedrst,followedbythecardwith

    the next highest number and so on.

    Action cards come in three types: supporT, aTTackand movE + acTIvaTE. Each of the three Action cardtypes is described in detail on pages 1520.

    Action Card Special AbilitiesIn addition to a type, each Action card has a uniquespecial ability (listed below the type). Each specialabilityspecieswhen,duringthisgameround,theability may be resolved.

    Special abilities may be used regardless of a SpaceMarines facing except when attacking or spendinga Support Token to reroll a die (see Facing andRange on page 19). For example, the BlockAction cards ability may be used even when theSpace Marine is attacked from behind.

    Special abilities that use the term Each time maybe resolved multiple times during the game round.

    3. Genestealer Attack Phase

    After each player has resolved his Action card, eachswarm of Genestealers attacks the Space Marine it isEngagEd with.

    A swarmofGenestealersisdenedasallfaceupGenestealer cards on the same side and position of

    the formation. A swarm is consideredEngagEd

    witha Space Marine if it is in the same posITIon of theformation (directly to the left or right of the SpaceMarine card see The Formation on page 15).

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    Starting with the swarm closest to the top of theformation, each swarm attacks. If two swarms are inthe same position, the swarm on the left side of the

    formationattacksrst.

    When a swarm attacks a Space Marine, the SpaceMarines owner rolls the combat die. If he rolls anumber higherthan the number of Genestealercards in the swarm, then the attack is a miss, and

    the Space Marine is not slain.

    If he rolls a number equal to or less than thenumber of Genestealer cards in the swarm, theSpace Marine is immediately slain and the SpaceMarine card is removed from the game (see Slain

    Space Marines on page 27).

    4. Event PhaseAfter each swarm of Genestealers has attacked, thecurrEnTplayEr (the player who played the lowestnumbered Action card this round) draws the top

    card of the Event deck and resolves it.

    It is important that he reads this card to himselfanddoes notshow it to other players.

    The player then resolves the two steps of this phase

    in order.

    a. Resolve Event Special Ability

    Therstthingtheplayerdoesisresolvethespecialability on the card (printed directly below theartwork). This ability often has some effect onSpace Marines, Genestealers or Support Tokens.

    Some Event cards have the keyword InsTIncT atthe top of their ability. The choice on these cardsmust be made before showing or reading the cardto other players. This means that players may not

    discuss the options presented on this card, andwhatever decision made by the current player mustbe resolved.

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    After declaring his decision on the card, the Eventcard is revealed to all players and resolved (seeexample below).

    Spcial Ability Ara of an ent Car

    Example: The current player draws the Event cardshown above. Before showing the Event card to theother players, he chooses Brother Omnio (a SpaceMarine card controlled by another player). He then

    reveals the card to all the other players, and spawns2 Genestealers behind Brother Omnio.

    Note that a player mustalways choose a validtarget for Event card abilities (if able). In the aboveexample, the current player must choose a Space

    Marine that would result in the most Genestealersbeing spawned (two if possible).

    b. Resolve Genestealer Activations

    After resolving the Event cards ability, each of theboxes on the bottom of the Event card are resolved.

    The boxes are resolved from left to right and eitherspawn new Genestealers (see page 21), or moveexisting swarms of Genestealers (see page 22) .

    Gnstalr Actiation Ara of an ent Car

    Major Minor Move

    Spawn Icon Spawn Icon Icon

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    Other RulesThissectiondescribesadditionalspecicrulesthat

    were not covered in the Playing the Game section.

    The FormationThe central line of Space Marine cards is known asthe formaTIon. Space Marines may only exist in the

    formation, and may not move outside of this column.Each row of the formation is known as a posITIon.

    Whenever a Space Marine is slain, the formationwill need to shIfTtollinhispreviousposition(seeShifting the Formation on pages 2829).

    Action Card TypesThere are three types of Actions that players canperform throughout the game. Proper use of theseActions helps the Space Marines survive andhopefully win the game.

    Each type of Action is described in detail below:

    Support Action Cards

    When a player resolves a supporTActioncard, he gains one Support Token (from

    the supply of unused tokens) and places iton anySpace Marine card. He may even place it ona Space Marine card controlled by another player,or a card that already has Support Tokens on it.

    A player may spend (discard) a Support Token from

    one of his Space Marines when it is attacking ordefendingto reroll a die that was just rolled.

    The rerolled result mustbe used instead of theoriginal roll (unless he rerolls the die again byspending another Support Token or with an ability).

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    Example: A Space Marine rolls a 0 while defendingwhich would result in the Space Marine being slain.The player spends a Support Token from the Space

    Marine to reroll the die in the hopes of rolling abetter result.

    It is important to note, that Support Tokens canonlybe discarded in this way if the Space Marine isfacIng the attacking or defending swarm (see Facing

    and Range on page 19). This means that if a SpaceMarine is slain by a swarm of Genestealers attackinghim from behind, he may notreroll this die.

    When a die is rolled for a reason other thanattacking or defending, Support Tokens may notbe discarded to reroll die. For example, the dierolled by the Heroic Charge Action cards specialability is notan attack and may notbe rerolled byspending a Support Token.

    Support Tokens remain on Space Marine cards untildiscarded by a card effect or spent to reroll a die. A

    player may only spend Support Tokens from SpaceMarines he controls.

    Move + Activate Action Cards

    Move + Activate Action cards allow players to move

    each Space Marine matching the Action cardsCombat Team (colour). Each of these Space Marinesmay move to an adjacent position, change facing,and/or activate a Terrain card he is facing.

    When resolving a Move + Activate Action, the player

    performs any or all of the following steps (in order).Each of these steps is optional (i.e. the player mayactivate terrain without moving any Space Marines):

    a. movETo adjacEnT posITIon

    The player maymove any Space Marines matching

    the Action cards Combat Team one at a time, inany order.

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    To move a Space Marine to an adjacent position,he simply picks up the Space Marine card, andswitches its position with any adjacent Space

    Marine (see diagram on page 18). The Space Marinethat he switches position with may belong to anyplayer. Do notchange the facing of either SpaceMarine. Facing is important because a SpaceMarine can only attack and spend Support Tokensagainst Genestealers he is facing (see page 19).

    Each Space Marine of the cards Combat Team mayonly be moved once during each Move Action.

    When a Space Marine moves, all Terrain cards andGenestealers remain in his previous position.

    B. changE facIng

    After moving any of his Space Marines, the playermay change the facing of any Space Marine in theCombat Team (including those who moved). To doso,hesimplyipsthecardover,sothatthefacing

    indicator (large arrow) on the card is pointing in theopposite direction (see example on page 18).

    Each Space Marine card is double sided, with oneside facing the left (arrow pointing left) and theother side facing the right (arrow pointing right). A

    Space Marine may only attack swarms on the sideof the formation that he is facing. A Space Marinemay also only spend Support Tokens (whetherattacking or defending) on swarms that he is facing(see Support Action Cards on page 15).

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    c. acTIvaTE TErraIn

    After changing the facing of any of his SpaceMarines, the player may activate any Terrain cardsthat one of his Space Marines is InfronTof (facingand in the same position).

    Only Terrain cards with the term acTIvaTE on themmay be activated. The player simply follows theinstructions on the Terrain card, which sometimesrequire him to refer to the current Location cardsability (see Follow Location Upon Entering Abilityon page 26).

    Important: Each Terrain card may only be activatedonce per game round.

    1

    The player is resolving a Move + Activate1.Action card for the yellow Combat Team.

    2

    3

    He moves Brother Claudio to the adjacent2.position. Brother Noctis is moved into BrotherClaudios previous position. The player then

    decides to change Brother Claudios facing sothat he is facing the Door.

    The player then decides to activate the Door3.Terrain card and follows the instructions on theTerrain card, placing a Support token on it.

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    Attack Action Cards

    Attack Action cards allow players to attack swarmsof Genestealers with each Space Marine matchingthe Action cards Combat Team (colour).

    The player simply chooses his Space Marines oneat a time (in any order), then chooses which swarmof Genestealers the Space Marine is attacking(following the Facing and Range rules below).

    After choosing the Space Marine and swarm, herolls the combat die. If he rolls a side that shows askull ( ) result, then one of the Genestealer cards(of his choice) in the swarm is slaIn (discarded fromplay). If he rolls any result that does nothave a skull,

    it is considered a mIss, and nothing happens.

    Be aware that many Action cards special abilitiesaffect Space Marine combat capabilities.

    facIngand rangE

    In order to attack a swarm of Genestealers, theSpace Marine card must be facIng the swarm, andbe within rangE.

    The current facIngofaSpaceMarineisdenedasthe direction the large arrow on his card is pointing

    (either left or right). At the start of the game, theSpace Marines on the top half of the formationare facing left and the other half are facing right(see Setup Diagram on page 9). Space Marinesare able to change their facing by using Move +Activate Action cards.

    Each Space Marine card lists the maximum rangE(number of positions away) that he may attack. Forexample, a Space Marine with Range 1 Attackmay attack swarms engaged with him andswarmsengaged with adjacent Space Marines. A Space

    Marine that has a Range 0 Attackmay only attackswarms of Genestealers that he is EngagEd with (i.e.those on his position see example on page 20).

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    1

    3

    2

    In the above example, Brother Noctis may attackeither swarm #1 or #3, but not #2 as he is notfacing it. Brother Claudio may only attack swarm #3because he has a Range 0 Attack. Brother Scipio mayattack swarm #2 because it is exactly two positionsaway and he has a Range 2 Attack. He may notattack swarms #1 or #3 because he is not facing tothe left.

    Brother Noctis is consideredEngagEd with swarm#2 and #1, while Brother Claudio is engaged withswarm #3.

    GenestealersThis section describes rules pertaining toGenestealer cards including spawning, moving,ankingandbeingslain.

    Blip Piles

    At the start of the game (and each time Space

    Marines travel to a new location), two face downblip piles are formed one on the right, and oneon the left of the Location card. The number ofGenestealer cards placed into each pile is listed onthe bottom corners of the current Location card.

    When travelled to, the above Location card places 6cards in the left and 5 cards in the right blip pile.

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    Spawning Genestealers

    Whenever a Genestealer is spawnEd, the currentplayer takes the top card of a blip pile and places itface up in the appropriate position and side of theformation.

    When the activation area of an Event card spawnsGenestealers, a number of Genestealer cards arespawned on each position of the formation that

    contains the appropriate Terrain card type.

    A major spawn on each yellow Terrain card anda minor spawn on each red Terrain card

    There are four types of Terrain cards: red, orange,yellow, and green. The number of coloured boxes

    on a Terrain card serves as a visual reminder of howlikely Genestealers spawn there from Event cards(four red boxes being the most frequent).

    The bottom of each Setup Location card lists howmany Genestealers are spawned by each majorspawn

    (yellow triangle) andmInorspawn

    (white triangle). Thenumber of Genestealer cards that are placed variesbased upon the Setup Location card.

    The above Setup Location card has a major spawnvalue of 5 and a minor spawn value of 3.

    If there are multiple Terrain cards in play of thesame colour, the listed amount of Genestealers are

    spawned on each of the Terrain cards.Note that some card abilities spawn Genestealers.These abilities mayspawn Genestealers in positionsthat do not contain Terrain cards.

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    Important: Spawning Genestealers are alwaysdrawn from the blip pile on the side on which theyare being spawned. If the blip pile on that side is

    empty, then the Genestealer is not spawned.

    If there are not enough cards in the blip pile tospawn the full amount, the current player mustspawn as many as able (of his choice).

    Moving GenestealersGenestealers are most frequently moved duringthe Event Phase. The current player is instructed tomovespecicswarmsofGenestealerstoadjacentpositions orto have them flank their engagedSpace Marine. Regardless of how they move, each

    Genestealercardmayeithermoveorank,atmaximum, once during each Event Phase.

    movIngTo adjacEnT posITIons

    If the movement icon is arrows pointing up and

    down ( ), then every swarm that contains this TypEof Genestealer will move to an adjacent position.A Genestealers TypEisdenedastheicononthelower left corner of the card.

    A swarm moving in this fashion always moves

    following the small arrows printed on the swarmsside of the engaged Space Marine card.

    If the moving swarm would move offthe top orbottom of the formation, then the swarm insteadanks.

    flankIng

    If the movement icon is a curved arrow pointingto the right ( ), then every swarm that containsthis TypE of Genestealer moves to BEhIndits SpaceMarine. BEhIndisdenedasthesideofthe

    formation that the Space Marine is notfacing.

    If the swarm is already behind the Space Marine,it does not move.

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    1 2 3

    4

    3

    1

    1. During the Event Phase, the rst box of the cardsactivation area causes a major spawn on each

    yellow Terrain card. The current player takes threecards (as dened by the Setup Location card) fromthat sides blip pile and places them on the position

    containing the yellow Terrain card (Control Panel).2. Since there is no red Terrain cards on the rightside of the formation, no Genestealers are spawnedon this side of the formation.

    3. Each swarm containing a Genestealer with

    the tail icon moves to the adjacent position(following the arrows on the Space Marinecard). The player rst moves the swarm onBrother Claudio up to Brother Noctiss position.

    4. He then moves the newly spawned Genestealercards to Brother Claudios position (moving allGenestealer cards in this swarm). Any swarms notcontaining a Genestealer with this Event cardsmovement icon are not moved.

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    Slain Genestealers

    If a Genestealer is slain (usually by being attackedby a Space Marine), its card is discarded face upto a pile adjacent to the Genestealer deck. If theGenestealer deck ever runs out, this discard pile isshufedtocreateanewGenestealerdeck.

    Brood Lord Cards

    Brood Lord cards are treated exactly like

    Genestealer cards with the following exceptions:

    Brood Lord cards are nevershufedintotheGenestealer deck or into a blip pile. They only

    spawnwhenspeciedbyaLocationcard,and spawn without being in blip piles.

    Brood Lords have two movement icons,and their swarm will move when eithericon is activated.

    A Brood Lord may notbe slain if it would leavea normal Genestealer card in the swarm. In other

    words, the Brood Lord must be the last Genestealerin the swarm to be slain.

    When a swarm containing a BroodLord attacks, subtract 1 from its die roll.Therefore, the swarm is more likely to

    slay the defending Space Marine.

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    Steps of Travel

    Plac Nw Location Car:1. Take the top cardof the Location deck, and place it face up ontop of the current location card (being sure notto cover the major and minor spawn numbers atthe bottom of the Setup Location card). This newcard is now the currEnTlocaTIon.

    Plac Trrain Cars:2. The current player

    discards all Terrain cards from the formation.

    He then places the appropriate Terrain cards aslisted on the current Location card (the two whiteicons listed on the left and the two white iconson the right of the Location card).

    Each terrain icon listed on the Location cardalso has a number and an arrow. If the arrowispointing down, the matching Terrain card isplaced this number of positions from the top ofthe formation. If the arrow ispointing up, then it is

    placed this number of positions from the bottom ofthe formation (see diagram on following page).

    If the number exceeds the number of SpaceMarines remaining in the formation, then theTerrain card is placed in the last valid position.

    Discard/Refll Blip Piles:3. All cards thatremain in the blip pile(s) are discarded. Then anumber of cards is added to each blip pile fromthe Genestealer deck until each pile contains thenumber listed on the Location card (see BlipPiles on page 20).

    Follow Location Upon entring Ability4.(if ncssary): Each Location cards abilitycontains the phrase Upon Entering or ActivateControl Panel. If the current Location card hasan Upon Entering ability, it is resolved now.

    If the card has an Activate Control Panel ability,it is resolved each time a Control Panel Terraincard is used while this is the current location.

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    27

    Placing Terrain Cards Diagram

    1

    2

    1

    2

    1. A player is setting up Terrain cards at the startof the game. He rst looks at the left side of theLocation card and follows the setup instructions.The rst icon instructs him to place a Door on the

    top position of the formation.

    2. The second icon instructs him to place a DarkCorner on the third position from the top of theformation. After placing these Terrain cards, theplayer follows the placement instructions on the

    right hand side of the Location card.Slain Space MarinesIf a Space Marine is slain (usually by being attackedby a swarm), his card is removed from the formationand returned to the game box. The formation will

    then need to be shIfTEd (see page 28).

    If both Space Marines of a combat team areeliminated, all Action cards for that combat teamare removed from the game. Those cards may nolonger be used, but the player may still win if the

    remaining Space Marines win the game!

    If the card of the current player is removed in this way,the player with the lowest numbered Action cardremaining is now considered the current player.

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    28

    Shifting the FormationWhenever a Space Marine is slain, the formationwill need to shIfTtollinhispreviousposition.

    Shifting is resolved by taking everyTerrain card,Space Marine card, and Genestealer card in thesmaller segment of the formation and moving them(upordown)tollintheslainSpaceMarinesprevious position.

    Thesmallersegmentisdenedasthehalfoftheformation that contains the least Space Marinecards. If both segments of the formation are even,the bottom segment is shifted up.

    When shifting the formation, it is possible for aswarm of Genestealers to move onto anotherswarm. If this happens during the GenestealerAttack Phase, any swarms that have alreadyattackedduring this phase remain separate fromswarms that have not attacked. At the end of the

    Event Phase, all swarms in the same position andside of the formation merge into one larger swarm.

    When shifting, note that it is possible for more thanone Terrain card to be in the same position.

    If a Space Marine is ever able to move to anon-adjacent position (with a card or ability), hedoes notcause the formation to shift. He simplyswitches places with the Space Marine thatoccupied his new position.

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    29

    1

    1. During the Genestealer Attack Phase, Brother

    Deino is attacked by a swarm of Genestealers.Since he did not roll higher than the number ofGenestealer cards in that swarm, he is slain.

    2

    2. Since the bottom segment of the formation onlycontains one Space Marine (vs two on the top),the bottom of the formation shifts up. This causes

    the Genestealer that just attacked to be on BrotherClaudios position.

    The swarm containing two Genestealers wouldthen attack. After all swarms have attacked, allGenestealer cards in Brother Claudios position

    merge to form one swarm of three Genestealers.

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    30

    Component LimitationsAll cards and tokens are limited to those provided inthe game box.

    When a Support Token is spent or discarded, itreturns to the pile of unused tokens. If a player isinstructed to place a Support Token when there arezero tokens in this pile, he loses the ability to placethis Support Token.

    When a card is discarded from play, it is placed faceup in a discard pile adjacent to the appropriate deckof cards. When a deck of cards runs out (excludingtheLocationdeck)itsdiscardpileisshufedtoforma new deck.

    If there are not enough Genestealer cards in thedeck and discard pile when creating blip piles, thecurrent player places as many cards as able intoeach pile (as equally as possible).

    Playing with 1 to 3 playersWhen playing Death Angelwith less than fourplayers, all normal rules of the game still applyexcept for the rules noted in this section:

    If playing with three or less players, each player

    chooses more than one Combat Team Markerduring Setup as follows:

    3 Players: 2 Combat Team Markers per player2 Players: 2 Combat Team Markers per player1 Player: 3 Combat Team Markers

    During the Choose Actions Phase, each playerchooses one card matching the colour ofeach of hisCombat Team Markers.

    For example, in a one player game, the player willchoose three cards (each one matching the colour of

    a different one of his Combat Team Markers).

    He will resolve each chosen card during the ResolveActions Phase (in standard ascending order).

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    31

    Important: The term Your Space Marines onAction cards onlyrefers to Space Marines matchingthe cards Combat Team.

    CreditsGam dsign: Corey Konieczka

    Box Artwork: Bradford Rigney

    Original Car Artwork: Matthew Bradbury, Kevin Chin, Zach

    Graves, Nikolaus Ingeneri, Sept13, Hector Ortz, Daniel Xio,Victor Corbella, John Gravato

    Graphic dsign: WiL Springer, Brian Schomberg,and Andrew Navaro

    Introuctory Fiction: Sam Stewart

    Art dirction: Zo Robinson

    Art Aministration: Kyle J. Hough

    eiting: Talima Fox

    Prouction Managr: Gabe Laulunen

    FFG La Proucr: Michael Hurley

    Publishr: Christian T. Petersen

    Playtsting:Jaffer Batica, Harald Bilz, Bryan Bornmueller,

    Freekjan Brink, Ed Browne, Jessie Brueske, Daniel Lovat Clark,Mike David, Oliver Erhardt, William Faciane, Ingrid Garrett,John Goodenough, JR Goodwin, James Hata, Anita Hilberdink,Sally Karkula, Shannon Konieczka, Rob Kouba, Ronald Leerink,Jay Little, Xi-Sheng Luo, Emile de Maat, Andrew Meredith,Brian Mola, Bart Pardoel, Lisa Poff, Martin van Schaijk, GerbenSeekles, Marie-Louise Snel, Erik Snippe, Sandra Stadman, Ian S.Stedman, Sam Stewart, Tim Uren, Wilco van de Camp, DylanVedas, Vera Visscher, Jason Walden, Ross Watson, Jamie Zephyr

    gamEs workshopLicnsing Managr: Owen Rees

    Ha of Licnsing: Paul Lyons

    Ha ofIntllctual Proprty: Alan Merrett

    Space Hulk: Death Angel The Card Game Games WorkshopLimited 2010. Games Workshop, Space Hulk: Death Angel TheCard Game, Space Hulk, Warhammer 40,000 the foregoingmarks respective logos and all associated marks, logos, characters,products and illustrations from the Space Hulk: Death Angel TheCard Game game are either , TM and/or Games WorkshopLimited 2010, variably registered in the UK and other countriesaround the world. Published under license to Fantasy FlightPublishing Inc. 2010. Fantasy Flight Games, FFG Supply and theFFG logo are trademarks of Fantasy Flight Publishing, Inc. All RightsReserved to their respective owners.

    For aitional information, plas isit us on th wb:www.fanTasyflIghTgamEs.com

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    Quick ReferenceA Game RoundFull details on pages 1014

    Choose Actions Phase1.

    Resolve Actions Phase2.

    Genestealer Attack Phase3.

    Event Phase4.

    Steps of TravelFull details on page 26

    Place New Location Card1.

    Place Terrain Cards2.

    Discard/RellBlipPiles3.

    Follow Location Upon Entering Ability4.(if necessary)

    Terminology List

    Bhin: In the same position as, but not facing aSpace Marine.

    Combat Tam: Two Space Marines of the same colour.

    engag: A Genestealer in the same position as aSpace Marine.

    Hit: A die result that slays the defending SpaceMarine or Genestealer.

    In Front: In the same position as, and facing aSpace Marine.

    Miss: A die result that does not slay the defendingSpace Marine or Genestealer.

    Position: A row of the formation that includes aSpace Marine and all Genestealer and Terraincards to the left or right of him.

    Swarm: A group of one or more Genestealers onthe same side and position of the formation.