Monday, April 25, 2011

XT Action Cards Rules

Space Hulk: XT Action Card Rules
written by
Mick Cover
Basic Rules
Both players in Space Hulk: XT have access to a unique action deck of fifty cards. At the beginning of the game, both players draw one card from their deck. At the beginning of each player’s turn, that player draws one action card. In addition, once per turn, the Space Marine player may draw an extra card at any point during his turn by spending one command point. At the end of each player’s turn, if they have more than three action cards, they must discard down to three. These cards may be played at any time. When you play a card, follow the rues on the card as written.
Types of Cards- Order Cards are Marine action cards that effect one or more marine models on the board.
- Biomorph Cards are Genestealer action cards that change the genestealers on a targeted blip as it is moved onto the board.
- Counter Cards counter the effect of a card that was just played. This may be another Counter Card.
New Rules and Other Clarifications
Air Ducts
Some areas of certain space hulks have air ducts that are large enough to allow Genestealers to move through them. Air ducts are shown in the mission maps, and are treated like corridors with the following additional rules:
Genestealers:- Genestealers or Blips may enter an air duct from the space directly in front of the air duct at a cost of 2 action points.
- Genestealers or Blips may exit from the end of an air duct on to the space directly in front of the air duct at a cost of 1 action point.
- With the exception of entering and leaving, Genestealers and Blips move through air ducts exactly as if they were corridors.
Marines:- The air ducts are too high and narrow to allow Marines entry and although the Marines can see the opening of the air duct they have no line of sight into the air ducts themselves. This means that the Marines cannot fire at Genestealers inside air ducts, and Blips are not forced to convert.
- The only exception to this rule is that a heavy flamer may be fired into the air duct (thus flaming the entire air duct board section). This may only be done by a Marine facing directly in line with the opening and with no models in between.
Close Assault from Air Ducts:- If a Marine is standing in an exit space it may be attacked in close assault by a Genestealer inside the air duct.
HolesHole counters represent a hole in the floor. Genestealers are agile enough that they move across a Hole counter with no effect. When a marine moves into a square with a hole counter, the Marine player rolls a D6. On a 1, the Marine tumbles down to the next level! Unless you are playing a mission with specific rules for multiple levels, a model that falls through a hole is lost in the remainder of the space hulk and is considered killed for all mission objectives.
BulkheadsBulkheads are similar to closed doors, except that they cannot be opened. They are fixed in place and must be broken through.
- A model armed with a chainfist can break through a bulkhead in his front facing square by paying 2APs. Other models must make a close assault attack against them, succeeding if they roll a 6 or higher after modifiers are applied.
- A bulkhead may only be shot open by a heavy weapon that targets a point target, such as an Assault Cannon, but not by basic weapons like Storm Bolters heavy weapons that affect an area such as a Heavy Flamer. Roll the same number of attack dice you normally would, but the bulkhead is only destroyed if one or more of the dice is a six.
Inspecting BlipsWhen a player is allowed to inspect a blip, he may immediately look at the hidden side of the blip. This does not convert the blip in question, and the player may not look at it again at a later point unless some other effect allows him to do so.
“One Full Turn”When a card specifies that an effect does something for “One Full Turn,” it effects the remainder of the turn it is played in, as well as the entirety of the next players turn. It ceases to take effect during the upkeep phase of the next turn.
LeapA model with leap may move two spaces straight forward in a direct line for the cost of two action points. Models may only take Overwatch reactions towards the leaping model in the space it lands in. Each model may use this ability only once per turn.The Genestealer Broodlord has two wounds, six action points, and rolls 4D6 + 3 for melee attacks. It may be effected by “Biomorph” cards, but it counts as all three genestealers for this purpose.
Space Marine Auto-TurretThe Marine Auto-Turret is a model that may be placed because of a mission special rule or because of an action card. It has 0 AP, and may not spend any CP. It has a Defense of 6.
Placement, Pickup and Carrying- A model carrying an Auto-Turret is not effected by it. It may spend 1 AP to place the Turret in any of it’s front three squares, with any facing. The Auto-Turret may be picked up and carried by any friendly model for 1 AP. Models may only pick up a Turret in it’s front three squares.
Bolter- The Auto-Turret is armed with a bolter. This is much akin to a Terminator’s Storm Bolter, but with a lower rate of fire. The turret makes attacks with 1D6 + 0 damage. It has the “Unreliable” quality, which means that any attack roll it makes, weather on overwatch or as a regular attack, jams on an attack roll of a 1.
Melee- The Auto-Turret has no melee statistic. Any melee attack against it will destroy it.
Overwatch and Clearing Jams- The Auto-Turret comes into play on overwatch. Unless it jams or is attacked, it will always remain on overwatch. If the Auto-Turret jams, it may only be un-jammed or put back on overwatch by a friendly model with the Turret in its front three squares spending AP to do so.
Expanded CombatDefense and DamageDefense is the value needed on a ranged attack roll to wound the targeted model. Damage includes the number of dice rolled as well as any modifier applied to them for an attack.
- For example, a storm bolter has a 2D6 + 0 damage. Against a Genestealer or another Terminator, who have a Defense value of six, the attacker would roll two six sided dice and add zero. If either dice totaled a six then the targeted model would take a wound.
- Note: this only applies to the “Sentry Gun” card. It needs a roll of a six on it’s attack die to wound a model. This is simply included as such to make things consistent with the rest of the Space Hulk: XT modules.
WoundsWhen a model is successfully hit by a ranged attack or looses a melee attack, it suffers a wound. If a model has more than one wound, place a wound counter next to it. If a model looses it’s last wound, it is destroyed. All models unless otherwise noted only have one wound.
SaveWhen a model with a save is wounded or destroyed, roll a D6. If the result is equal to or higher than the model’s save, then it ignores the wound.

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