Ultra Marines Rules

Ultra Marines is Space Crusade on a Space Hulk Board. For dummies.
If you have some 40K miniatures and Space Hulk, it would be easy to have Orcs/Marines/Eldar/Necrons in a beer and pretzels game

See also this review. And BGG for pictures.
Translated from Spanish, (me excusa)

Ultra Marines
Scouts of the Imperial Space Marines stalk the dark and menacing corridors of a wreck
alien. Should recover vital information for the Imperial Command can launch the final assault.
Scouts rely on their keen instincts to stay alive. Do not have time to ask for names
or identification. If hesitate are lost. In the depths of the wreck no more friends than five
battle brothers make up his squad.

The aim of the Ultra Marines is teleport to their
Scouts aboard the wreck and capture the maximum of
Alien artifacts.


1. - Separate pieces, plastic, matrices and your Scouts.

2. - Each player takes a Datacard, a card reload
Hellfire, and a squad of Scouts; a Sergeant,
an Scout with Heavy Bolter and three Scouts
Bolter gun. If you are only two players you can
take two squares each.

3. - Mixed event cards. Distribute three on each
player. Do not show your cards to other players.
Place the remaining cards in a stack near aet board.
This is the event deck.

4. - Separate sections board and order in rooms
and corridors. Shift a section and place it on the
table. Arrange the pieces to form the wreck more
interesting as possible. To give you an idea we included
Two examples at the end of the rules.

5. - Once the wreck is arranged, each player
choose one of six rooms as their area of tele-
transport and placed in it its Scouts. each
Scout squad can start facing in
any direction, and can be placed in the order
you want. Obviously two rooms remain unoccupied.

6. - On Time, Place all eight Artifact
Alien chips .
They can not be placed in any room or in
a corridor that is at least two sections
an area of tele-transportation of any player. I dont know
You can place two Artifacts in the same section
7. - Roll a die to determine the first player. the
it takes more starts. The round continues to the

How to Play
Each player's turn is divided into phases
must be completed in order. All your Browsers
must complete a phase before starting
next. Therefore, you can not move an Scout,
firing a shot and then move another Scout.

     1 Resolve Event cards on the board. *
     2 Tele-transporting artifacts.
     3 Move.
     4 Fire.
     5 melee combat.
     6 Try to recover stunned Scouts.
     7 Take an Event card. *

Event cards are optional. If you want to limit
only to move, shoot and fight to become familiar with
play, you play without the Event cards.
Just ignore phases 1 and 7 string
simply turn. You can include the Event cards later
Once you are familiar with the basic game.

During the game you use Event cards to prevent
your opponents getting alien artifacts or
to help you obtain first ! There are three types of
Event cards; objects, orders and risks.
The objects represent the Scouts team
carry and items that are to explore.
These cards usually remain on the board
several turns, causing problems someone!

The orders represent Commanders
Scouts aboard his ship issuing orders

The risks are unexpected things that happen to
Scouts according explore the wreck. Generally
Some Event cards are played immediately,
while others (such as Blinding Grenades)
remain on the board for several turns. As
the game progresses, you'll find that there are several letters
Event on the board at the start of your turn. strip
given for each card and follow their instructions for
check whether remains in play or eliminated. If a
letter is removed, place it in the discard pile.
Event cards are explained in more detail
come in.
If an Scout moves to a box containing a
Artifact he can pick it up. Place Artifact under their                           .
base. When the Scout's turn to move, take the
Artifact with him. After collecting the Artifact the
Scout can continue their movement as
normal. A Scout can only transport one
Artifact at a time. A Scout can shoot
and fight when carrying an Artifact.

Take the Artifact back to your area teleport
and put it in the center square of the room. Once a
Artifact placed near the teleport the
Scout can continue as normal, but the
Artifact could be picked up by an Scout
enemy, so it might be good idea to stay and
protect it.

At the beginning of your turn roll a die for each artifact
in the box teleport: 1-3 the tele-
transport fails and must try again next
shift, with 4-6 Artifact is teleported to
success. Place Artifacts captured by your

At the beginning of your turn, roll a die. You can move
each of your Scouts to that number
boxes. You do not have to move all the boxes if not
you want.

Scouts can move in any
direction, including diagonally and backwards and,
to through squares occupied by members of their own
squadron. You can not move through a box
occupied by an enemy or end movement in
a square occupied by another Scout.

Once all your Scouts have moved,,
any Scout that has an enemy in sight
You can shoot.

A. - Tell your opponent whom these firing and
weapon you're using. Verify that the attacker can
see the target.

If you can draw a line from the center of the box
the attacker to the center of the target box without
through a wall or box of another model,
you can see it.
B. - Look into your Datacard few dice damage can
use your Scout when shooting. Drop that
number of dice on the grid fighter from
about 30 cm. high.
[TRANSLATOR'S NOTE: D10, 1-4 Hit, 5-9 Miss, 0 Reroll

This is the "Battle Grid", use a D10 instead:


If any dice lands on a square Impact on
shot is successful. If it is not clear that any given
either a Hit or a tug failure given that again. If a
given bounces out of the box, such as a failure.
Look C- dice have fallen into boxes
Impact and select the one with the highest number. sight
that number on your table attack to find the
result of the shot:

D10 to hit, 1, 2, or 3 D6 for effect

Ricochet: Your shot bounces on the armor of your
opponent without any effect.

Stunned: The bolter shell crashes into your
enemy throwing it to the ground. His armor absorbs
Most of the damage and is only stunned. Place the
enemy Scout lying in the occupied square.

Dead: The shot hits squarely in the chest
enemy killing him on the spot. Retire him from the board; his
body is teleported back to their ship
assault. If the Scout had an Artifact he drops it
on the square occupied.

The Heavy Bolter
One member of each squadron goes armed with a
Heavy Bolter. This is a particularly heavy weapon
modified, you can shoot indiscriminately,
normal projectiles or the dreaded Hellfire missile.
If you shoot projectiles simply follow the normal
Datacard your instructions. Optional rules for
Hellfire missiles at the end of

If one of your Scouts moves to a square
adjacent to the square occupied by an Scout
enemy, even diagonally, can perform an attack
with his combat knife. You must choose if you attack with
combat knife or gun bolter, but not
You can use both in the same turn.
The combat works as follows:
A. - Look into your Datacard few damage dice throw your
Scout in combat. Throw that many dice in
Battle grid.
B. - Watch the dice fell into boxes and Impact
choose the one with the highest value. Look at that number in
Table of attack to get the result of the coup.
No effect: You failed coup fails to penetrate the
Weave your opponent.
Stunned: The impact of your attack knocks down your
opponent. While their armor absorbs most
the damage and is just stunned.
Dead: Your opponent dies instantly by
force of your blow. Remove from the board; body is
teleported back to his ship assault. If the
Scout had an Artifact drops it on
box occupied.

After you have finished moving, shooting and
combat, you can check if any of recovering
Your Scouts stunned.
Roll a die for each check
results in the following table.
1 2 3: Still recovering; Scout remains
lying on the ground.
4, 5 6: In top form; Scout rises and
may act normally next turn.

Attacking a dazed Scout:
An attack with success either shooting or combat,
against a stunned Scout, kills
automatically regardless of the outcome of the dice.

If you have less than three event cards at the end of your
turn, you can get one from  the event deck.

This ends your turn. Now the player to your left
begins his.


When there are more artifacts on the board,
player who has recovered more wins. If there
a tie, the game continues until only in
The Scouts board a player. then that
player is the winner.

You can play without using the Ultra Marines cards
event or Hellfire missiles. Although make the game
much more fun once you are familiar with
the basic rules.

You can have 3 cards in your hand event as
maximum. You can play one or all of them at any
time during your turn. You can play them on
any player anywhere in the wreck.
You can also discard unused as you want to
end of your turn. This allows you to get rid of the
aue letters do not want. These cards are left aside in
the discard pile.
When the event deck runs out, mixed again
the discard pile to form a new deck

The effects of each card are printed on them. some
need something more than explication
Objects are placed on the board so that
covering one or more boxes. Although the letter is to cover four
boxes, you can even place it in a hallway, but one or
two boxes covered walls will not
affected by the letter.

Objects only be removed from the board when
effects of the letter have been met. For most
objects you roll a die at the beginning of shift
to see if a player is eliminated. Points needed
to remove the card they are printed on it. Once the
Object is removed will the discard pile.

Vortex Grenade: The Vortex Grenade remains in the
board more than one turn, Moving randomly
and causing destruction wherever he goes. If the Vortice is
moves to a square containing a closed door,
detachment or an Alien Artifact these
are automatically destroyed and removed from the board
Vortice while continuing its path of destruction.
[TRANSLATION NOTE: use a D10 or something to get a random direction for the Vortex grenade, 8 directions, 0 and 9 stop the grenade perhaps. The grenade affects a 4 square area.

In the figure In the Vortice just been played. the
hit Scout gets 4 dice damage.
At the beginning of the next player's turn is roll a
for given vortex movement. The result is two,
Ace! that it moves the position shown in figure B.
The Scout is once again affected, therefore receives
the other 4 dice of damage. The door also looks
affected, therefore it is removed from the board.
A Vortice can not move through walls. by
example, a score of 3 would have moved the Vortice to
position shown by the gray square. This means
It would have moved completely within the
wall, which is not allowed. Instead the Vortice is

Frag Grenade: When Frag Grenade
explodes rolls 4 dice of damage against miniatures
covered by the letter. It is a good idea to roll dice seperately,
deciding miniatures attack with each one.

A Frag Grenade affects a 4 square area.                                                   ,
If one of the boxes is a wall it does not matter,
Grenade unaffected.
The player who took Grenade choose to Scouts
attack. It has 4 dice to distribute among the
Miniatures covered by the 4-square area.
Decides to throw 3 dice against Scout 2 and
1 against Scout 1. Decide no to attack Scout 3
4 No Effect, outside 4 square box.

These cards are marked with the symbol #. played                                .
and discarded immediately.

These cards are marked with the symbol *. played
and discarded immediately.
If you wish, you can allow your Scout  to
Heavy Bolter fire Hellfire missiles. You must tell
your opponent you're using Hellfire missiles
before rolling the dice. The Hellfire missiles use the
Battle grid differently than other weapons manner. an
Hellfire missile spreads toxins and glass fragments
covering an area of 9 squares. For this attack you use
9 the grid cells to represent attack
9 squares on the board that you are attacking.

A. - Choose your goal. Unlike a normal shot,
You can choose to target an empty box yet
must be able to vein. The objective is represented
the central square grid combat.
B. - Take 4 dice and let them fall on the grid
combat. Never mind that the boxes may impact or
Fault. The boxes where the dice fall show
failure      .
squares on the board that are impacted. Place the
Hellfire four tabs in boxes that have been
impacted. If more than one die has fallen over the same
box chips are stacked on it.

C- If a Scout has been impacted by a tab
Hellfire, look at the number of given in that box. Locate
that number in your table of attack for the
result of shooting.
D10: 9 hits the center, reroll 0, see diagram for other numbers

You roll the D10 4 times, hitting 4 squares to represent fragmentation.
Roll a D6 against each miniature hit.
If there is more than one Hellfire hit in a box, add the dice rolls together.
View all obtained on your Scout Attack Table.

For example, the Scout right diagram has
been hit by two D6 Hellfire. The die of
first is 4 and the second is 3, totaling 7 which
gives a result of the Dead.
D. Once you've checked the results of damage
for all Scouts who have been impacted,
Hellfire remove the counters from the board. Place your counter
"Hellfire Reloading" next to Scout I shot.
It is reloading his weapon and may not shoot
next turn, even normal projectiles.

 At the end of your next turn removes the reload counter.
The Scout may shoot again normally
using any type of ammunition.

event cards x32, as follows:
evasion [2]
rapid action [2]
reinforcements [3]
teleport [1]
melta-bomb [3]
stasis bomb [1]
blind grenade [2]
frag grenade [5]
krak grenade [1]
vortex grenade [1]
medi-kit [1]
genestealer [1]
laser defenses [1]
cave-in [2]
locked door [6]