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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basic rule book, which was superseded by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

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Genestealer (1990)
This expansion set is mandatory if you wish
to play the full Space Hulk game. It
introduces Hybrid Genestealers and their
models, full rules for Librarians, detailed
rules for using the Psychic Attack Card
deck, new weapons, new forces, new blips,
floor tiles and two missions. This is a more
useful expansion than Deathwing, although
it plays better when used in conjunction with
Deathwing.
Some of the missions in the White Dwarf
articles assume that you know how to use
the psychic rules contained in Genestealer.
Get it and learn them!
Importance: Mandatory

Campaigns (1991)
This book is a summary of many White
Dwarf articles. If you own this, you won't
need to purchase the articles as the
information is duplicated. As such, it should
be a mandatory purchase for any true Space
Hulk fan.
It contains four campaigns, rules for using
Traitor Space Marines, rules for Power
Armour Marines along with other new
weapons, missions and rules.
Included at the rear of the book are some
colourful cut-outs which prove very useful
during game play. This book is a must have
addition to your collection.
Importance: Mandatory

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White Dwarf 114 (June, 1989)


This edition contains the rules for using
Pitfalls in Space Hulk. It also contains a
single mission called Pifall featuring the
Blood Angels. This mission is designed to
follow on from the original six missions of
1st Edition.
Everything in here is included in
Deathwing and the Campaigns book. It is
only worth buying if you don't own them.
Importance: Low

White Dwarf 115 (July, 1989)


This edition contains the rules for using
Command Units. It introduces Captains
and Librarians, along with many of the
new Deathwing weapons. It also contains
a single mission called Delaying Action
featuring the Ultramarines.
It has some Plasma Grenade and Crack
Grenade counters as well as bulkhead and
the new four-way room tile from
Deathwing included as cut-outs.
Everything in here is included in
Deathwing and the Campaigns book. It is
mainly worth buying if you don't own
these.
Importance: Medium

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White Dwarf 117 (September,


1989)
This edition contains the rules for using
Terminator Close Assault Weapons.
Everything in here is included in
Deathwing. It is only worth buying if you
don't own Deathwing.
Importance: Low

White Dwarf 120 (December,


1989)
This edition contains the rules for Space
Marines in Power Armour. It also
contains a single mission called Denzark's
Hammer featuring Power Armoured
Space Marines using 1st Edition rules.
It has some over-sized Frag Grenade
counters and the special cross board
section piece from Deathwing included as
cut-outs. The rules for Terminus are
included (they were left out of the
Campaigns book).
Nearly everything in here is included in
the Campaigns book. It is mainly worth
buying if you don't own the Campaigns
book.
Importance: Medium

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White Dwarf 121 (January,


1990)
This edition contains the rules for Traitor
Terminators. It also contains a single
mission called Contract Revoked
featuring Chaos and Imperial
Terminators using 1st Edition rules.
Everything in here is included in the
Campaigns book. It is only worth buying
if you don't own the Campaigns book.
Importance: Low

White Dwarf 122 (February,


1990)
This edition contains the second part of
the Traitor Terminator rules from
WD121.
Everything in here is included in the
Campaigns book. It is only worth buying
if you don't own the Campaigns book.
Importance: Low

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White Dwarf 133 (January,


1991)
This edition contains the first part of the
Genestealer campaign with three missions
using 1st Edition rules.
Everything in here is included in the
Campaigns book. It is only worth buying
if you don't own the Campaigns book.
Importance: Low

White Dwarf 135 (March, 1991)


This edition contains the second part of
the Genestealer campaign from WD133
with three missions using 1st Edition
rules.
Everything in here is included in the
Campaigns book. It is only worth buying
if you don't own the Campaigns book.
Importance: Low

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White Dwarf 137 (May, 1991)


This edition contains a four mission
campaign called The Last Stand featuring
the Blood Angels using 1st Edition rules.
Everything in here is included in the
Campaigns book. It is only worth buying
if you don't own the Campaigns book.
Importance: Low

White Dwarf 138 (June, 1991)


This edition contains a six mission
campaign called Necromunda featuring
the Ultramarines using 1st Edition rules.
Included inside are Autofire counters
along with some Lift board sections.
Everything in here is included in the
Campaigns book. It is only worth buying
if you don't own the Campaigns book.
Importance: Low

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White Dwarf 142 (October,


1991)
This edition contains a Question and
Answer section that mostly relates to the
Psychic rules in Genestealer. Other topics
are also covered.
The Answers clear up all of the confusing
aspects that the initial rules created. They
also make minor changes to the original
rules for better game play.
If you are not too fussed about technical
aspects of the rules, then this is not a
magazine that you have to get. Rules
lawyers (like me) will find it invaluable.
Importance: High

White Dwarf 144 (December,


1991)
This edition contains part two of the
Question and Answer section that was
started in WD142.
The only really new rule clarification is
allowing turn and fire actions, which is
important.
If you are not too fussed about technical
aspects of the rules, then this is not a
magazine that you have to get. Rules
lawyers (like me) will find it invaluable.
Importance: High

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White Dwarf 147 (March, 1992)


This edition contains a five mission
campaign called Wolf Lair featuring the
Space Wolves using 1st Edition rules.
Four new board sections are included as
cut-outs. There are also new rules and
counters for barricades, along with
dummy pitfall counters.
This is an extremely worthwhile magazine
to obtain. With all of the new stuff that it
offers, you can really expand your games.
Importance: Very High

White Dwarf 149 (May, 1992)


This edition contains a six mission
campaign called Strike Deep featuring the
Ultramarines using 1st Edition rules.
Three new board sections are included as
cut-outs. There are also new rules and
counters for the Proximity Plasma
Grenades, along with other counters
representing new features. Note that you
need the new board pieces introduced in
WD147 to set up the missions.
This is an extremely worthwhile magazine
to obtain. With all of the new stuff that it
offers, you can really expand your games.
Importance: Very High

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White Dwarf 158 (February,


1993)
This edition contains a three mission
campaign called Return to Kalidus
featuring the Space Wolves using 1st
Edition rules.
This is a worthwhile magazine to obtain if
you are only seeking extra new missions.
Importance: Medium

The Citadel Journal 1 (1994)


This edition contains rules for playing Space
Hulk with an unknown map for the Marine
player. The map is only revealed as the
Marine player moves his forces around. The
Genestealer player is not affected and must
act as a GM. Also included is a single
mission using these rules called Supply
Lines.
There are holes everywhere in these rules,
they are very vague with respect to
describing every situation that could
happen. Furthermore, they are not designed
for use with extended forces beyond the
official game. I've played these rules once
and never liked them. They are very messy
and slow the game down - that's why they
are alternative rules and optional. However,
they do provide a different twist to the game.
Importance: Medium

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The Citadel Journal 2 (1994)


This edition contains rules for playing Space
Hulk with Harlequins. The rules are very
good and flow smoothly with only minor
fixes required.
There are also four new missions featuring
Harlequins against Genestealers. Included
inside the cover of the magazine are the
coloured cut-out tokens for defensive stance
and the solo marker.
Importance: Very High

The Citadel Journal 3 (1994)


This edition contains a four mission
campaign called The Silent Voyager
featuring Space Wolves against the
Emperor's Children Chaos forces. The
Chaos forces start play as blips, which is
different, but acceptable. Note, the
magazine had page layout editing problems,
so you have to read the pages in different
orders to make sense.
I never liked mission one, thinking that it
was pointless. Some of the victory
conditions in other missions can also be
confusing when you consider accidental
damage by moving Vortices. Overall, the
missions are not too bad though.
Importance: Medium

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The Citadel Journal 5 (1994)


This edition contains rules for using Eldar
Aspect Warriors, Farseers, Wraithguard
and Warlocks. I'm not a fan of the Eldar, I
don't think much of them, so I have a
negative bias to these rules. While they
seem well thought out, they do have holes in
them that need fixing.
However, the most annoying aspect is that
no attempt to create any type of force list
has been included. How are players meant
to know the relative worth of any of these
Eldar without knowing how many points
they cost? This alone suggests that there
was minimal play-testing for these rules and
that they were published to meet a deadline.
Having said that, they still offer Eldar
players a good basis on which to improve
and are useful from that perspective, so it's
a worthwhile article to read or own.
Importance: High

The Citadel Journal 7 (1994)


This edition contains alternative, 'fun' rules
for experimental test weapons. The
Designer's Cut from Richard Halliwell (Hail
the maker!) is very light-hearted and not to
be taken as official or even seriously! I
don't like the new weapons on offer, but they
were fun to try.
Four new missions are included, although
these need fixes to play as they were
designed around the new weapons with
specific goals for using them.
The rules are a little silly but the missions
can be useful.
Importance: Low

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Conquest Missions (1993)


This book is a collection of the missions used
from 1991, 1992 and 1993 for the Conquest
Tournament. Conquest is a tournament that
is held during the Easter break in
Melbourne, Australia.
Some of the missions are bad, others deviate
from the official rules slightly. However,
some of them are good, which makes the
book worthwhile to own.
Note, this is not an official Games
Workshop publication and there is no way
that you will be able to buy it unless you
attended Conquest back in 1993 (like I did).
It's a very rare and unofficial book.
Importance: Low

Space Hulk 2nd Edition (1996)


This is the 2nd Edition boxed set. It contains almost the
same contents listing as the 1st Edition box, however, the
rules were fiddled with and dumbed-down to a level that
didn't make the game worth playing. There are no
expansion sets to support 2nd Edition, other than the few
articles listed below. This box is a great resource for
playing pieces so that you can use them with the entire 1st
Edition set of rules.
Importance: Very High

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White Dwarf 197 (May, 1996)


This edition contains a three mission campaign
called Defilement of Honour featuring the
Blood Angels using 2nd Edition rules.
Five new Air Duct counters are included as
pop-outs.
This is worth getting for the new variations
that the Air Ducts offer.
You can play the campaign with 1st Edition
rules.
Importance: High

White Dwarf 199 (July, 1996)


This edition contains a three mission campaign
called Bringer of Sorrow featuring the Dark
Angels using 2nd Edition rules.
Five new corridor sections are included as
pop-outs.
This is worth getting for the new board pieces,
the more board pieces, the better!
You can play the campaign with 1st Edition
rules.
Importance: High

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White Dwarf 200 (August, 1996)


This edition contains a three mission campaign
called Fangs of Fenris featuring the Space
Wolves using 2nd Edition rules.
The rules give the Terminators 5 APs each,
which is stupid. Also included are pathetic
rules for the Assault Cannon and Chain Fist.
Play the missions using the 1st Edition rules
not the garbage that is offered with 2nd
Edition.
This is a worthwhile magazine to obtain if you
are seeking extra new missions.
Importance: Medium

White Dwarf 201 (September, 1996)


This edition contains a three mission campaign
called Duty and Honour featuring the
Ultramarines using 2nd Edition rules.
A new board section called the Gantry Room is
included 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 Edition
rules.
Importance: High

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White Dwarf 203 (November, 1996)


This edition contains a five mission campaign
called The Fate of the Sword of Halcyon
featuring the Blood Angels using 2nd Edition
rules.
This is a worthwhile magazine to obtain if you
are seeking extra new missions.
You can play the campaign with 1st Edition
rules.
Importance: Medium

The Citadel Journal 25 (1998)


This edition contains rules for using Imperial Guard in
Space Hulk with the 2nd Edition rules. It also contains a
three mission campaign.
There are holes everywhere in these rules, they are
basically crap. However, with some major fixes and
some converting to 1st Edition, they provide a basis for
something that could be good.
Importance: Medium

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The Citadel Journal 28 (1998)


This edition contains rules for introducing all of the
Deathwing special weapons into the 2nd Edition rules. It
also contains a new mission.
This is an example of the pathetic situation that 2nd
Edition created when the already excellent rules for
these weapons (as presented in Deathwing) had to be
re-written. At least it offers one more mission.
Importance: Medium

The Citadel Journal 34 (1999)


This edition contains rules for introducing a campaign
system into Space Hulk. Force lists are given for Space
Marines, 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 inflated
prices. It is the worst article about Space Hulk that I
have so far seen in print.
Importance: Very Low

Comments: tezzajw@hotmail.com
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Last revised: May 13, 2006

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