Space Hulk 1E Components

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This is an almost complete product listing for both editions. I'm still missing a couple of Citadel Journals. Space Hulk 1st Edition (1989) This is the box set that started it all. You will find it difficult to play any games without owning this box set. It contains the basic rule book, which was superseded by subsequent releases and the Campaigns book. It has the full set of counters, tiles and miniatures that are required to play. Without this box, we would not be playing the game! Importance: Mandatory Deathwing (1990) This expansion set is mandatory if you wish to play the full Space Hulk game. It introduces new personnel, weapons, rules, forces, features, floor tiles and six missions. There are two slight downers; the very ordinary solo rules and the weak rules for using Librarians. Many of the White Dwarf articles listed below are contained in the Deathwing rules, so if you have this set - you won't need the magazine articles. Importance: Mandatory Product Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S... 1 of 17 15-8-2015 12:23

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An almost complete product listing forthe 1st and 2nd edition of GW Space Hulk

Transcript of Space Hulk 1E Components

This is an almost complete product listing forboth editions.I'm still missing a couple of CitadelJournals.Space Hulk 1st Edition (1989)This is the box set that started it all.Youwill find it difficult to play any gameswithout owning this box set.It contains thebasic rule book, which was superseded bysubsequent releases and the Campaignsbook.It has the full set of counters, tilesand miniatures that are required to play.Without this box, we would not be playingthe game!Importance: MandatoryDeathwing (1990)This expansion set is mandatory if you wishto play the full Space Hulk game.Itintroduces new personnel, weapons, rules,forces, features, floor tiles and six missions.There are two slight downers; the veryordinary solo rules and the weak rules forusing Librarians.Many of the White Dwarf articles listedbelow are contained in the Deathwing rules,so if you have this set - you won't need themagazine articles.Importance: MandatoryProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...1 of 17 15-8-2015 12:23Genestealer (1990)This expansion set is mandatory if you wishto play the full Space Hulk game.Itintroduces Hybrid Genestealers and theirmodels, full rules for Librarians, detailedrules for using the Psychic Attack Carddeck, new weapons, new forces, new blips,floor tiles and two missions.This is a moreuseful expansion than Deathwing, althoughit plays better when used in conjunction withDeathwing.Some of the missions in the White Dwarfarticles assume that you know how to usethe psychic rules contained in Genestealer.Get it and learn them!Importance: MandatoryCampaigns (1991)This book is a summary of many WhiteDwarf articles.If you own this, you won'tneed to purchase the articles as theinformation is duplicated. As such, it shouldbe a mandatory purchase for any true SpaceHulk fan.It contains four campaigns, rules for usingTraitor Space Marines, rules for PowerArmour Marines along with other newweapons, missions and rules.Included at the rear of the book are somecolourful cut-outs which prove very usefulduring game play.This book is a must haveaddition to your collection.Importance: MandatoryProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...2 of 17 15-8-2015 12:23White Dwarf 114 (June, 1989)This edition contains the rules for usingPitfalls in Space Hulk. It also contains asingle mission called Pifall featuring theBlood Angels. This mission is designed tofollow on from the original six missions of1st Edition.Everything in here is included inDeathwing and the Campaigns book. It isonly worth buying if you don't own them.Importance: LowWhite Dwarf 115 (July, 1989)This edition contains the rules for usingCommand Units.It introduces Captainsand Librarians, along with many of thenew Deathwing weapons.It also containsa single mission called Delaying Actionfeaturing the Ultramarines.It has some Plasma Grenade and CrackGrenade counters as well as bulkhead andthe new four-way room tile fromDeathwing included as cut-outs.Everything in here is included inDeathwing and the Campaigns book.It ismainly worth buying if you don't ownthese.Importance: MediumProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...3 of 17 15-8-2015 12:23White Dwarf 117 (September,1989)This edition contains the rules for usingTerminator Close Assault Weapons.Everything in here is included inDeathwing. It is only worth buying if youdon't own Deathwing.Importance: LowWhite Dwarf 120 (December,1989)This edition contains the rules for SpaceMarines in Power Armour. It alsocontains a single mission called Denzark'sHammer featuring Power ArmouredSpace Marines using 1st Edition rules.It has some over-sized Frag Grenadecounters and the special cross boardsection piece from Deathwing included ascut-outs. The rules for Terminus areincluded (they were left out of theCampaigns book).Nearly everything in here is included inthe Campaigns book. It is mainly worthbuying if you don't own the Campaignsbook.Importance: MediumProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...4 of 17 15-8-2015 12:23White Dwarf 121 (January,1990)This edition contains the rules for TraitorTerminators. It also contains a singlemission called Contract Revokedfeaturing Chaos and ImperialTerminators using 1st Edition rules.Everything in here is included in theCampaigns book. It is only worth buyingif you don't own the Campaigns book.Importance: LowWhite Dwarf 122 (February,1990)This edition contains the second part ofthe Traitor Terminator rules fromWD121.Everything in here is included in theCampaigns book. It is only worth buyingif you don't own the Campaigns book.Importance: LowProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...5 of 17 15-8-2015 12:23White Dwarf 133 (January,1991)This edition contains the first part of theGenestealer campaign with three missionsusing 1st Edition rules.Everything in here is included in theCampaigns book. It is only worth buyingif you don't own the Campaigns book.Importance: LowWhite Dwarf 135 (March, 1991)This edition contains the second part ofthe Genestealer campaign from WD133with three missions using 1st Editionrules.Everything in here is included in theCampaigns book. It is only worth buyingif you don't own the Campaigns book.Importance: LowProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...6 of 17 15-8-2015 12:23White Dwarf 137 (May, 1991)This edition contains a four missioncampaign called The Last Stand featuringthe Blood Angels using 1st Edition rules.Everything in here is included in theCampaigns book. It is only worth buyingif you don't own the Campaigns book.Importance: LowWhite Dwarf 138 (June, 1991)This edition contains a six missioncampaign called Necromunda featuringthe Ultramarines using 1st Edition rules.Included inside are Autofire countersalong with some Lift board sections.Everything in here is included in theCampaigns book. It is only worth buyingif you don't own the Campaigns book.Importance: LowProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...7 of 17 15-8-2015 12:23White Dwarf 142 (October,1991)This edition contains a Question andAnswer section that mostly relates to thePsychic rules in Genestealer. Other topicsare also covered.The Answers clear up all of the confusingaspects that the initial rules created. Theyalso make minor changes to the originalrules for better game play.If you are not too fussed about technicalaspects of the rules, then this is not amagazine that you have to get. Ruleslawyers (like me) will find it invaluable.Importance: HighWhite Dwarf 144 (December,1991)This edition contains part two of theQuestion and Answer section that wasstarted in WD142.The only really new rule clarification isallowing turn and fire actions, which isimportant.If you are not too fussed about technicalaspects of the rules, then this is not amagazine that you have to get. Ruleslawyers (like me) will find it invaluable.Importance: HighProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...8 of 17 15-8-2015 12:23White Dwarf 147 (March, 1992)This edition contains a five missioncampaign called Wolf Lair featuring theSpace Wolves using 1st Edition rules.Four new board sections are included ascut-outs. There are also new rules andcounters for barricades, along withdummy pitfall counters.This is an extremely worthwhile magazineto obtain. With all of the new stuff that itoffers, you can really expand your games.Importance: Very HighWhite Dwarf 149 (May, 1992)This edition contains a six missioncampaign called Strike Deep featuring theUltramarines using 1st Edition rules.Three new board sections are included ascut-outs. There are also new rules andcounters for the Proximity PlasmaGrenades, along with other countersrepresenting new features. Note that youneed the new board pieces introduced inWD147 to set up the missions.This is an extremely worthwhile magazineto obtain. With all of the new stuff that itoffers, you can really expand your games.Importance: Very HighProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...9 of 17 15-8-2015 12:23White Dwarf 158 (February,1993)This edition contains a three missioncampaign called Return to Kalidusfeaturing the Space Wolves using 1stEdition rules.This is a worthwhile magazine to obtain ifyou are only seeking extra new missions.Importance: MediumThe Citadel Journal 1 (1994)This edition contains rules for playing SpaceHulk with an unknown map for the Marineplayer.The map is only revealed as theMarine player moves his forces around.TheGenestealer player is not affected and mustact as a GM.Also included is a singlemission using these rules called SupplyLines.There are holes everywhere in these rules,they are very vague with respect todescribing every situation that couldhappen.Furthermore, they are not designedfor use with extended forces beyond theofficial game.I've played these rules onceand never liked them.They arevery messyand slow the game down - that's why theyare alternative rules and optional.However,they do provide a different twist to the game.Importance: MediumProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...10 of 17 15-8-2015 12:23The Citadel Journal 2 (1994)This edition contains rules for playing SpaceHulk with Harlequins.The rules are verygood and flow smoothly with only minorfixes required.There are also four new missions featuringHarlequins against Genestealers.Includedinside the cover of the magazine are thecoloured cut-out tokens for defensive stanceand the solo marker.Importance: Very HighThe Citadel Journal 3 (1994)This edition contains a four missioncampaign called The Silent Voyagerfeaturing Space Wolves against theEmperor's Children Chaos forces.TheChaos forces start play as blips, which isdifferent, but acceptable.Note, themagazine had page layout editing problems,so you have to read the pages in differentorders to make sense.I never liked mission one, thinking that itwas pointless.Some of the victoryconditions in other missions can also beconfusing when you consider accidentaldamage by moving Vortices.Overall, themissions are not too bad though.Importance: MediumProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...11 of 17 15-8-2015 12:23The Citadel Journal 5 (1994)This edition contains rules for using EldarAspect Warriors, Farseers, Wraithguardand Warlocks.I'm not a fan of the Eldar, Idon't think much of them, so I have anegative bias to these rules.While theyseem well thought out, they do have holes inthem that need fixing.However, the most annoying aspect is thatno attempt to create any type of force listhas been included.How are players meantto know the relative worth of any of theseEldar without knowing how many pointsthey cost?This alone suggests that therewas minimal play-testing for these rules andthat they were published to meet a deadline.Having said that, they still offer Eldarplayers a good basis on which to improveand are useful from that perspective, so it'sa worthwhile article to read or own.Importance: HighThe Citadel Journal 7 (1994)This edition contains alternative, 'fun' rulesfor experimental test weapons.TheDesigner's Cut from Richard Halliwell (Hailthe maker!) is very light-hearted and not tobe taken as official or even seriously!Idon't like the new weapons on offer, but theywere fun to try.Four new missions are included, althoughthese need fixes to play as they weredesigned around the new weapons withspecific goals for using them.The rules are a little silly but the missionscan be useful.Importance: LowProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...12 of 17 15-8-2015 12:23Conquest Missions (1993)This book is a collection of the missions usedfrom 1991, 1992 and 1993 for the ConquestTournament.Conquest is a tournament thatis held during the Easter break inMelbourne, Australia.Some of the missions are bad, others deviatefrom the official rules slightly.However,some of them are good, which makes thebook worthwhile to own.Note, this is not an official GamesWorkshop publication and there is no waythat you will be able to buy it unless youattended Conquest back in 1993 (like I did).It's a very rare and unofficial book.Importance: LowSpace Hulk 2nd Edition (1996)This is the 2nd Edition boxed set.It contains almost thesame contents listing as the 1st Edition box, however, therules were fiddled with and dumbed-down to a level thatdidn't make the game worth playing.There are noexpansion sets to support 2nd Edition, other than the fewarticles listed below.This box is a great resource forplaying pieces so that you can use them with the entire 1stEdition set of rules.Importance: Very HighProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...13 of 17 15-8-2015 12:23White Dwarf 197 (May, 1996)This edition contains a three mission campaigncalled Defilement of Honour featuring theBlood Angels using 2nd Edition rules.Five new Air Duct counters are included aspop-outs.This is worth getting for the new variationsthat the Air Ducts offer.You can play the campaign with 1st Editionrules.Importance: HighWhite Dwarf 199 (July, 1996)This edition contains a three mission campaigncalled Bringer of Sorrow featuring the DarkAngels using 2nd Edition rules.Five new corridor sections are included aspop-outs.This is worth getting for the new board pieces,the more board pieces, the better!You can play the campaign with 1st Editionrules.Importance: HighProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...14 of 17 15-8-2015 12:23White Dwarf 200 (August, 1996)This edition contains a three mission campaigncalled Fangs of Fenris featuring the SpaceWolves using 2nd Edition rules.The rules give the Terminators 5 APs each,which is stupid. Also included are patheticrules for the Assault Cannon and Chain Fist.Play the missions using the 1st Edition rulesnot the garbage that is offered with 2ndEdition.This is a worthwhile magazine to obtain if youare seeking extra new missions.Importance: MediumWhite Dwarf 201 (September, 1996)This edition contains a three mission campaigncalled Duty and Honour featuring theUltramarines using 2nd Edition rules.A new board section called the Gantry Room isincluded as a pop-out section.This is worth getting for the new board piece,the more board pieces, the better!You can play the campaign with 1st Editionrules.Importance: HighProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...15 of 17 15-8-2015 12:23White Dwarf 203 (November, 1996)This edition contains a five mission campaigncalled The Fate of the Sword of Halcyonfeaturing the Blood Angels using 2nd Editionrules.This is a worthwhile magazine to obtain if youare seeking extra new missions.You can play the campaign with 1st Editionrules.Importance: MediumThe Citadel Journal 25 (1998)This edition contains rules for using Imperial Guard inSpace Hulk with the 2nd Edition rules. It also contains athree mission campaign.There are holes everywhere in these rules, they arebasically crap. However, with some major fixes andsome converting to 1st Edition, they provide a basis forsomething that could be good.Importance: MediumProduct Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...16 of 17 15-8-2015 12:23The Citadel Journal 28 (1998)This edition contains rules for introducing all of theDeathwing special weapons into the 2nd Edition rules. Italso contains a new mission.This is an example of the pathetic situation that 2ndEdition created when the already excellent rules forthese weapons (as presented in Deathwing) had to bere-written. At least it offers one more mission.Importance: MediumThe Citadel Journal 34 (1999)This edition contains rules for introducing a campaignsystem into Space Hulk.Force lists are given for SpaceMarines, Imperial Guard and Genestealers.The rules are terrible.The article is not worth having -so don't waste any money to try and buy it at inflatedprices.It is the worst article about Space Hulk that Ihave so far seen in print.Importance: Very LowComments: [email protected] to Index PageLast revised: May 13, 2006Product Inventory file:///d:/02_Bordspelen/Games Workshop Bordspelen en Wargames/S...17 of 17 15-8-2015 12:23