Tabletop Game: Space Hulk

Space Hulk is a Board Game by Games Workshop, currently in its third edition.

In the Warhammer 40,000 universe, space is very much an ocean, complete with ghost ships drifting silently through the void. These ships, known as Space Hulks, are both prized and feared by the Imperium of Mankind: prized, because their ancient holds often contain artifacts of lost technology and relics of the long-forgotten past; and feared, for their dark and twisting corridors often hide unseen threats and lurking horrors. Among the greatest of these horrors are the Genestealers, the vanguard organisms for the Tyranid Hive Fleets. While each Genestealer is an alien killing machine with claws that can shred the toughest of personal armor like it was tissue paper, their true threat lies in their reproductive cycle, which transforms the victim into a willing pawn of the Genestealer as well as turning all their future children into Genestealer hybrids; suffice to say that even a single Genestealer, if left unchecked, can spell the doom of an entire world. Thus it falls to the Space Marines, humanity's greatest warriors, to board any Space Hulk that drifts into an inhabited system and cleanse it with shell, fire, and blade — or die trying.

The game draws heavy influence from the movie Aliens, with a small team of heavily-armed specialists attempting to accomplish their objectives while under attack from endless waves of killer alien bugs. Three editions of the game have been released; the most recent (a limited edition released in 2009 and re-released in 2014) focuses on the Blood Angels chapter of Space Marines and their efforts to cleanse the Space Hulk Sin of Damnation.

For The Chief Characters who appear in the Deathwing Expansion, refer to the Deathwing Section of The Dark Angels Character Sheet.

In 2010, Fantasy Flight Games released a card game remake of it called Death Angel.

Has three official video game adaptations released to date, one simply named Space Hulk that focuses on the Dark Angels, and Space Hulk: Vengeance of the Blood Angels which focuses on the eponymous Space Marine chapter; they differ from the board game by being in Real Time with Pause. The third one, also entitled Space Hulk was released on PC/MAC/iOS in 2013. Official Website Here. An expanded remake of the 2013 game entitled "Ascension Edition" is planned for a late 2014 release.

The new adaptation called Space Hulk Deathwing, an FPS, is in development by Streum On Studio.

There is also a free game Alien Assault, which was previously a fan-made Space Hulk adaptation which was more faithful to the tabletop game, but the copyright conflict with Games Workshop forced the creator to change the setting. But the game is mod-friendly, and the fans very quickly converted it back into the Space Hulk game.

Has nothing to do with The Incredible Hulk In space!. For that, see Planet Hulk.

The tabletop game contains examples of the following tropes:

  • Actually Four Mooks: Genestealers start out as "blip" counters that are actually between one and three individual genestealers.
  • Affectionate Parody: Whimsical Tales of the Royally F%#ked and its sequel.
  • Armor Is Useless: The Space Marines' huge, bulky, and ridiculously resilient Powered Armor does absolutely diddly squat for them against Genestealer rending talons.
  • The Atoner: Part of the Blood Angels' reason for trying to cleanse the Sin of Damnation is to regain the honor they lost when they spectacularly failed to cleanse another Space Hulk six hundred years ago.
  • Back-to-Back Badasses: A frequent occurrence in the long, narrow corridors, where the Terminators can cover each other's back with overwatch fire, either to hold the line and deny the area to the genestealers or to slowly advance without being flanked.
  • BFS: Sergeant Lorenzo's power sword, which appears to be approximately six feet long.
  • The Captain: Sergeant Lorenzo and Sergeant Gideon. The Blood Angels' actual Captain, Raphael, serves as Mission Control.
  • Capture the Flag: A few missions have the Space Marines trying to recover some sort of device or artifact. Played with somewhat in that the Genestealers can't pick up the "flag," and so must resort to killing all the Space Marines.
  • Chainsaw Good: Brother Valencio has a chainsaw fist. It's very useful for carving through bulkheads.
  • Continuity Nod: The most recent Blood Angels codex has revealed that the original name of Mephiston, the chapter's Chief Librarian and all-around vampiric badass, was Calistarius. Hmm.... Notably, Calistarius canonically survives the assault on the Sin of Damnation, so they could definitely be the same person.
  • Critical Failure: A Space Marine's storm bolter has the potential to jam when fired on Overwatch. Brother Leon's assault cannon doesn't, as it's designed for sustained rapid fire; however, if he fires it for too long (IE, after having to reload it once already), there's a chance it will fail catastrophically and explode.
  • Do Not Run with a Gun: Averted for Terminators armed with storm bolters, who may fire and move as a single action. Their armor is designed to absorb recoil from small arms and stabilize weapons during motion, allowing them to maintain accuracy while displacing.
  • Drop the Hammer: Sergeant Gideon carries a massive thunder hammer. Combined with his storm shield, this makes him one of the handful of Space Marine characters able to match a Genestealer in close combat.
  • Dungeon Crawling: Essentially a far-future equivalent of such fantasy adventures.
  • Escort Mission: There are several missions where only one Space Marine (usually Brother Zael, who carries the heavy flamer) is capable of completing the mission objectives, so the other Marines have to ensure that he survives and makes it to the target. Thankfully, Escort Missions are a lot less difficult when the VIP is a) completely under your control, b) a Space Marine and sometimes c) equipped with a heavy flamer.
  • Gatling Good: Brother Leon's assault cannon, capable of absolutely shredding incoming Genestealers.
  • Hold the Line: A few missions involve the Space Marines either surviving or keeping Genestealers out of a specific room for a certain amount of time: either until a specific number of turns have passed, or until the Space Marines have depleted the Genestealers' reserves.
  • Honor Before Reason: This is a Space Marine saga, after all.
    • The campaign backstory is a shining example; Honor is literally the only reason the Blood Angels set foot on the Sin of Damnation the second time. The entire Blood Angels chapter had been deployed to cleanse a space hulk, and their crushing defeat pushed them to the brink of extinction. Later fluff makes it clear that Astartes protocol demands that they avoid full-strength deployments, for that very reason, unless a chapter's existence happens to be at stake.
  • Kill It with Fire: Brother Zael's heavy flamer, which is critical for completing certain mission objectives.
  • King Mook: The Genestealer Broodlord.
  • Luck-Based Mission: Frequently in older editions it could boil down to getting lucky with what was hiding under the Blip counters, especially in the frequently hideously difficult missions where the Marines had to shut bulkhead doors right in front of the board's spawn points.
  • More Dakka: A Marine on Overwatch can fire any time a Genestealer moves or performs an action in his line of sight, which can add up to dozens of times a turn if he's guarding a critical choke point. The drawback to this is that such rapid fire can cause his weapon to jam.
  • One-Hit-Point Wonder: Everyone, for simplicity's sake, though some characters have ways of making that one hit point harder to remove.
  • Powered Armor: The Space Marines' Tactical Dreadnought Armor (for all the good it does them).
  • Power Fist: The majority of the Space Marines are armed with these. Unfortunately for them, a huge, cumbersome armored gauntlet capable of punching a hole in a tank really isn't the best weapon for swatting a fragile, fast-moving space bug that can rip your helmeted head clean-off your shoulders faster than you can blink.
  • Psychic Powers: Lexicanium Calistarius, the Blood Angels' Librarian.
  • Psychic Radar: The original edition of Space Hulk had expansion packs which introduced Librarians; Space Marines with Psychic Powers. One of these powers was the handy 'Scan,' which allowed the Terminator player to reveal a blip of his choice, representing the Librarian using his telepathy to detect the presence of Genestealers.
  • Random Number God
  • Respawning Enemies: Genestealer Blips.
  • Schrödinger's Cat: Sergeant Lorenzo lives in the novella, but dies in the mission logs found in the Mission Book. The weird part? The mission logs are otherwise excerpts from the novella.
  • Sensor Suspense: This is a game mechanic, being heavily inspired by the Alien series. Genestealers initially appear to the Space Marine player only as scanner "blips", each of which can conceal a variable number of the aliens (or possibly none at all). The number is only revealed when within sight of a Marine or when the Genestealer player decides to do so, whichever occurs first.
  • Tearjerker: The Deathwing Novella included in the First Edition Expansion Rulebook of the same name.
  • Timed Mission: First Edition Space Hulk gave the Space Marine player a time limit of two minutes per turn, in an attempt to simulate the stressful and frantic nature of trying to clear out a bug-infested ghost ship; having a surviving Sergeant on the board upped this to three minutes, in addition to his other abilities. Second Edition dropped the mechanic, while Third Edition sort of plays it both ways: the timer is back, but it doesn't directly affect and is not affected by any other game mechanic, so it can easily be dropped if the players agree.
    • Incidentally, because of the timer, "Overwatch" and "On Guard", it's generally accepted that a Space Marine player is going to make most (if not all) of their die rolls in the Genestealer player's turn.
  • We Have Reserves: The Blood Angels force on the Sin of Damnation numbers approximately 80 marines. Conservative estimates place the Genestealer population of the Hulk at around forty thousand.
    • Mechanically speaking, this is often necessary for the Genestealer player to win. A single Space Marine in a tight corridor can easily Hold the Line... right up until his bolter jams from being used to cut down too many targets thrown at him in a single turn and the Genestealers overwhelm him before he can clear it. All the other Genestealers throwing themselves at him just serve to over strain his firearm.
  • Zerg Rush: The Genestealers' primary tactic.

The videogames contain examples of the following tropes:

  • Action Bomb: Acid Maw Genestealers in Ascension explode when killed, with a good chance of killing everything adjacent to them.
  • Anti-Frustration Features: In Alien Assault the moves you really don't want to activate by misclicking (Thunder Hammer/Heavy Flamer self-destruct, Autocannon half-of-ammo consuming full-auto) are activated by holding their icon for a few seconds.
    • Back when it still carried the Space Hulk name, it was an "Are you sure? Yes/No" dialogue box.
    • The 2013 game has a generous 'undo' button, where the campaign player may undo any action (even death) as long as they haven't yet ended their turn or swapped from the marine who moved. This heavily eases the random luck of dice rolls right into 'undo scumming' territory, allowing you to maximize the effectiveness of each Action Point during your turn.
    • If you're playing Normal difficulty in Ascension dead Terminators are replaced with Terminators of the same level. Their attribute points are NOT randomized and you get to re-spend them however you like.
  • Competitive Balance: With the arrival of Space Wolves as DLC and the announcement of at least one more future chapter, each chapter is being given tweaked stats to keep them from all being simple reskins:
    • Jack-of-All-Stats: The default Blood Angels.
    • Close Range Combatant: Space Wolves add +1 to their melee rolls (which stacks with any other bonuses) but only roll a d5 for command points instead of a d6.
    • Long-Range Fighter: The Ultramarines chapter is scheduled to bring special combi-weapons to the game. For those unfamiliar, these are special versions of boltguns with another, specialist ranged weapon glued to the top. In Ascension they instead trade a little bit of melee skill for a little bit of shooting skill (5% penalty and 5% bonus respectively).
    • Magically Inept Fighter: The Imperial Fists in Ascension get a +10% boost to defense and their Storm Bolters take longer to jam, but they cannot take Librarians.
    • Crippling Overspecialization: The Salamanders in Ascension can take two Heavy Weapons Terminators in each 5-man squad. This can be either really good or really bad, since it means fewer Storm Bolters and thus fewer people firing on overwatch.
    • Difficult but Awesome: The Deathwing Terminators of the Dark Angels, again exclusive to Ascension gain more experience than the other chapters and have access to Plasma Cannons and an Apothecary Terminator who can provide temporary stat boosts. The extra experience is neat, but the Plasma Cannon is rather situational, and the Apothecary himself is not a good fighting class later in the game.
    • Special biomorphs for the Genestealers were also announced, but we have yet to see if they are exclusive to Ascension.
  • Degraded Boss: The Broodlord was a single boss monster in the board game; he acts the same in the 2013 game, but quirks in the genestealer spawning system let you summon a second one if he's placed on the map during setup. The Space Wolf expansion ups the ante by putting THREE Broodlords in maps 2 and 3, and the same quirky system means the computer will spawn a fourth right away. Ascension degrades them to simple Elite Mooks.
  • Guide Dang It: You get very little explanation about how Equipment works in Ascension. For example, Servo Skulls "scan for enemy lifeforms"... and it's up to you to use it and find out for yourself what it actually does and indeed how to use it in the first place.For the record 
  • Monster Closet: The first video game adaptation sometimes features Genestealers popping out of the walls - usually right behind one of your Marines. No sooner do you hear "Ambush!" then you hear the death scream of the unfortunate Marine.
  • P.O.V. Cam: The first Space Hulk has five screens in the first person mode: a large, primary one for the Marine currently under your direct control, and four smaller ones for the rest of your team. You have to switch between the two sets when there are two teams present. The 2013 game plays from overhead view like the tabletop, but puts a grainy point of view frame in one corner of the screen, capturing the image from the pict-recorder mounted over each Terminator's over-built collar.
  • Random Number God-Emperor: The 2013 game is a very strict adaptation of the tabletop rules, right down to rolling digital "dice" to determine results of actions and command points. Like the tabletop, this can make the game brutally Nintendo Hard, often to Luck-Based Mission degrees.
  • Recycled Soundtrack: Alien Assault reused some tracks from Battlefield 1942.
  • Real Time with Pause: The first Space Hulk and Vengeance.
  • Video Game Flamethrowers Suck: Completely averted by the Heavy Flamer in the 2013 game: the only "standard" weapon capable of striking multiple foes with a single shot, it can spread down side halls/around corners/throughout rooms, and has the highest hit-chance of any Space Marine ability by virtue of flooding the entire area. It also continues to burn throughout the following turn for the Genestealers, allowing for a tactical withdrawal (or, preferably, the arrival of reinforcements). The only downsides are relatively short range (a "mere" five to six squares, and then spreading an additional five squares past that), it can't be used to Overwatch, and the fact that you can only fire six shots in a mission. Then again, few missions where you have the Heavy Flamer are designed to last more than six rounds, and filling a tunnel with fire is usually better than overwatch.
  • Who Forgot the Lights?: Ascension makes the map almost pitch-black with no "tactical grid" like the 2013 release had. You're only allowed to see the squares that are on fire (or about to be on fire), covered by an Overwatch field-of-vision cone, or that you are actively trying to walk to. And maybe a couple squares of dark grey in the next room, if you're lucky. Walking into a room turns on a light or two, but it doesn't help much. Doors can be highlighted by holding your mouse over them, but only if you can actually find them.