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  White Dwarf 115
  COMMAND UNITS
  Mission One: Delaying Action
  Only the most battle-hardened Marines, who have proven their ability upon many occasions, are chosen for 
  service in Terminator Squads. Of these only the very best become members of the Command Units - 
  unequalled in their devotion to the Emperor and leading their men into the heart of the battle.
  The bulk of the Terminator Squads involved in the fighting aboard the Sin of Damnation are the ones represented in 
  Space Hulk: Sergeants and Marines armed with Storm Bolters, Flamers and Power Fists. During later actions, 
  however, several Command Units saw some extremely ferocious combat.
  After the Blood Angels succeeded in contaminating the cryogenic chambers, there were only about a dozen 
  surviving Terminator-clad Marines aboard the hulk. They would have to hold the defensive perimeter until the 
  remainder of the Blood Angels Chapter arrived. Though they had decimat4ed the sleeping Genestealers, thousands 
  of the creatures - those who had escaped before the toxin was introduced to the cryogenics - were still roaming the 
  ship.
  As there were so few Terminator Squads to offset this still potent menace, the Blood Angel Command Units - 
  Captains and Librarians, plus their heavily-armed bodyguard - took the field. They were aided by several 
  Ultramarine Chapter Command Units, originally assigned as observers, but who joined the battle when needed.
  Captain Fargas snapped the catch home. A line of red lights sparkled into life along the edge of the grenade 
  launcher, indicating it was fully loaded. Ready, he turned his attention to the Marines in front of him.
  "Brothers, the Emperor's will was that we came here as observers, to offer counsel to our Brother Marines and 
  provide spiritual strength in their time of need. After consultation with the Imperial Tarot, it appears that our 
  role has changed.
  "Librarian Tollsett, instruct the men. I wish to pray a moment."
  Tollsett turned, the Purity seal at his belt whipping round to follow the movement.
  "Ready your weapons Brothers, we move out in 6 minutes. Brother Lock, start the litany."
  Marine Captains
  Marine Captains are among the best-trained and best-equipped warriors in the Imperium. Armed with Power Sword,
  Storm Bolter and Power Glove with built-in Grenade Launcher, they are almost unstoppable in battle. More 
  important, they are skilled leaders, able to extract the utmost effort from troops under their command.
  Marine Captains and the Timer
  For each Marine Captain in play, the Marine player receives an additional thirty seconds to complete his move. 
  Therefore, if a Marine Captain is accompanying two full Squads, each with a Sergeant, the Marine player would 
  have three minutes and thirty seconds to complete his move. If the Captain is on his own, the Marine player would 
  have two minutes and thirty seconds in which to complete his move.
  Marine Captains and Command Points
  For each Captain in play, the Marine player receives two additional Command Points. If this gives him seven or 
  eight CPs, he keeps track of the additional points with an extra Command die: for example, when he spends his 
  
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  seventh point, he turns one Command die to 6, and the other to 1.
  If the Captain is killed, the Marine player gets to spend any remaining extra CPs that turn. In subsequent turns, 
  however, he is limited to the number drawn on the Command Counter.
  Captains and Close Assault
  The Marine Captain is a skilled fighter: he receives a bonus of +2 to his to his Close Assault die roll. In addition, his 
  Power Sword allows him to parry a Genestealer's attack; see New Weapons.
  Captains and Fire Combat
  The Captain is armed with a Storm Bolter. He also has a Grenade Launcher built into his Power Glove; see New 
  Weapons.
  Marine Librarians
  Librarians are powerful psykers, able to channel the force of their minds into their weapons.
  The Librarian is equipped with a Storm Bolter and Force Axe. He receives a +1 Close Assault Bonus. In addition, 
  he may spend Psi Points to further increase his Close Assault roll, as described below.
  Psychic Mastery and Psi Points
  Librarians are ranked according to Mastery Level. There are four different Levels of Mastery - the higher the Level, 
  the stronger the Librarian. To determine the Librarian's Level of Mastery, at the start of the game the Marine player 
  mixes up the ten Mastery counters and pulls one at random. He looks at it but doesn't reveal it to the Genestealer 
  player until the end of the game - the Genestealer player won't know how strong the Librarian is until his 'stealers 
  test the Librarian's mettle in battle.
  [There are four 1st level, three 2nd level, two 3rd level, and one 4th level.]
  At the start of the game, the Librarian has a certain number of Psi Points, a numerical representation of his psychic 
  strength. This number is dependent upon the Librarian's Mastery Level, and is displayed on the chart below. During 
  the game, the Marine player keeps a running total of the Librarian's expenditure of Psi Points on a piece of scrap 
  paper. When the Librarian has spent all of his points, he cannot spend any more during that Mission.
  PSYCHIC MASTERY TABLE
  LEVEL OF MASTERY PSI-POINTS
  1st: Novice
  10
  2nd: Initiate
  20
  3rd: Librarian
  30
  4th: Master
  40
  Librarians and Close Assault
  Librarians are armed with Force Axes, special weapons which allow them to channel the power of their minds into 
  their blows. When a Librarian fights a round of Close Assault combat, he can spend Psi Points to increase his Close 
  Assault roll. For each Psi Point he expends, he increases his roll by +1. This is in addition to his skill bonus of +1. 
  The Librarian must announce how many Psi Points he is expending before and dice are rolled. If the Librarian 
  spends no Psi Points, he still gets his skill bonus of +1.
  The Librarian can spend Psi Points only if he is facing his opponent; if he is attacked from the side or rear, he cannot
  spend any points.
  
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  Example of Librarians in Close Assault Combat
  A Genestealer attacks a Librarian from the side. Since the Librarian is not facing his opponent, he cannot expend 
  Psi Points to increase his roll. The Genestealer's highest roll is 5. The Librarian rolls a 4: with his Close Assault 
  skill bonus of +1, the Librarian ties the Genestealer's roll and is able to turn and face his attacker. The Genestealer 
  attacks again; this time the Librarian expends 3 Psi Points. The Genestealer's highest roll is 6; the Librarian rolls a
  2: +1 is added for the Librarian's Close Assault skill and +3 for the Psi Points he spent, making the Librarian's 
  total score 6. This round of combat is also tied.
  WEAPON SYSTEMS
  Thefollowing rules cover some new weapons for Space Hulk missions. You should refer to the Weapon Availability
  table and the mission details to determine which Marines can be equipped with each weapon.
  Assault Cannon
  Assault Cannon can be fired under the same circumstances, for the same AP cost, as Storm Bolters. On each shot 
  from an Assault Cannon, roll three dice. The basic roll required on any one of the dice is 5. Assault Cannon receive 
  a sustained fire bonus in the same way as Storm Bolters:
  ASSAULT CANNON SUSTAINED FIRE BONUS
  FIRING
  SCORE REQUIRED (ON ANY OF THE 3 DICE)
  1st shot
  5
  2nd shot
  4
  3rd shot
  3
  4th & subsequent shots
  2
  Assault Cannon Ammunition
  The ammunition for the Assault Cannon is held in the slide-in magazine mounted at the rear of the weapon. Each 
  Assault Cannon shot represents a burst of around fifty actual rounds. An Assault Cannon magazine carries five 
  hundred rounds, enough for 10 shots.
  Each time the Assault Cannon fires, the Marine player hands one of the markers to the Genestealer player. When the
  tenth shot is fired and the Marine player runs out of markers, the Assault Cannon is out of ammunition and cannot 
  fire until the Marine reloads.
  Reloading the Assault Cannon
  The Assault Cannon Marine carries an effectively unlimited supply of Assault Cannon ammunition in a 
  compartment built into the back of his Terminator suit. It is, however, extremely difficult for him to reload his 
  weapon on the battlefield: he may do so for a cost of 4 APs.
  [Suggestion from Christopher Quinn: a Marine behind and facing the Assault Cannon Marine may reload the 
  Assault Cannon for 3 APs.]
  When the Marine reloads, the Genestealer player returns all of the Assault Cannon markers to the Marine player. 
  The Marine player can reload the Assault Cannon at any time; he does not need to wait until it is completely empty.
  Assault Cannon and Overwatch
  An Assault Cannon can be put into Overwatch mode for the same AP cost as a Storm Bolter. As usual, the Marine 
  
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  player must remember to hand the Genestealer player an Assault Cannon marker for each shot. Assault Cannon 
  cannot jam; however, they are subject to catastrophic malfunction (see below).
  Assault Cannon and Malfunction
  If, while firing the Assault Cannon, the Marine player rolls a triple - all three dice come up the same number - the 
  Assault Cannon malfunctions. Violently. The Marine firing the Assault Cannon is killed automatically. In addition, 
  the Marine player rolls a die for each adjacent model, bulkhead and door: a Genestealer or door is removed on a roll 
  of 4 or higher, a bulkhead (see below) or Marine on a 5 or better.
  The Assault Cannon malfunctions whenever the Marine player rolls a triple - in Overwatch or normal fire.
  Chain Fist
  Chain Fists are used for slicing through bulkheads and closed doors. Though they do more damage in battle than 
  normal Power Gloves, they are somewhat less wieldy, making the Marine slower in combat. As these two 
  characteristics cancel each other out, Marine with Chain Fists receive no Close Assault bonus or penalty.
  Chain Fists and Bulkheads
  A Marine armed with a Chain Fist cuts through a bulkhead for a cost of 2 APs. The bulkhead must be in the 
  Marine's front square. A destroyed bulkhead is removed from play; the square is treated as a clear square from then 
  on.
  See Bulkheads for further information.
  Chain Fists and Doors
  A Marine armed with a Chain Fist cuts through a door for a cost of 1 AP. The door must be in the Marine's front 
  square. As usual, a destroyed door is removed from play; the square is treated as a clear square from then on.
  Force Axes
  Force Axes are special weapons which allow Librarians to channel their psychic energy into Close Assault combat. 
  Only Librarians are allowed to carry Force Axes. For rules on Librarians and Force Axes, see Marine Librarians.
  Power Swords
  Power Swords are issued both as effective weapons and symbols of rank. For this reason it is usually only the 
  Captains that possess them, although Marine Sergeants who have shown extreme bravery are sometimes awarded 
  one. They give no plusses to the Marine's Close Assault roll; however, the Marine player can force the Genestealer 
  player to reroll one of the dice he rolled. The new roll stands - even if it is better than the original roll.
  The Marine can parry only when he is facing his opponent. He cannot parry attacks from the side or rear. The 
  Marine is never forced to parry - if he is satisfied with any of the Genestealer's first three rolls, he can always let 
  them stand.
  Grenade Launchers
  The Marine Captains are equipped with special Power Gloves incorporating a small, rapid-firing Grenade Launcher.
  The Launcher is equipped with ten Crack and ten Plasma grenades.
  Grenade Launchers can be fired in the same circumstances, for the same AP cost, as Storm Bolters, except that they 
  cannot be used in Overwatch fire and they receive no sustained fire bonus.
  
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  The Grenade Launcher has a range of 8 squares. Hits with grenades are automatic. All the player needs to do is 
  check that the Captain can draw LOS to the target square and that the target is within his Fire Arc, and then count 
  the range.
  Grenade Markers
  When the Captain fires a Crack grenade, the Marine player hands a Crack marker to the Genestealer player. When 
  the Captain fires a Plasma grenade, he places the marker in the target square, and the Genestealer player removes it 
  during the Endphase (as if it were a Flamer hit marker).
  When the Marine player runs out of markers, the Captain is out of ammunition and cannot fire any more grenades of
  that type for the remainder of the game.
  Crack Grenades
  Crack grenades are shot against individual models or doors. The Marine player rolls one die for the target; the scores
  required to kill the target are given on the following table:
  CRACK GRENADE KILL SCORE
  OPPONENT SCORE REQUIRED
  Genestealer
  4
  Door
  4
  Plasma
  Plasma grenades affect entire board sections, in much the same way as Heavy Flamers. The Marine player places 
  the Plasma marker in the targeted square (not the middle of the section, like Heavy Flamer markers), then rolls one 
  die for each model on the section. The scores required to kill are:
  PLASMA GRENADE KILL SCORE
  OPPONENT SCORE REQUIRED
  Genestealer
  5
  Blip
  5
  Marine
  6
  Door
  5
  Plasma grenade markers remain on the board until the Endphase. Models can enter sections which have taken 
  plasma hits freely and without risk. However, if a model or Blip enters the actual square with the Plasma marker in 
  it, the Marine player rolls on the table above to see if it is destroyed. If there is more than one plasma marker in a 
  square, the Marine player rolls for each marker.
  Plasma markers block LOS.
  Bulkheads
  Bulkheads follow all of the rules for closed doors with respect to LOS and Flamer effects. However, they cannot be 
  opened normally: they are firmly fixed in place and must be broken through.
  A Marine armed with a Chain Fist breaks through a bulkhead by paying 2 APs. Other Marines must make close 
  Assault attacks against them, succeeding if they roll a 6 or higher. Any Close Assault bonus the Marine is entitled to
  modifies the roll as usual, as do any Psi Points the Librarian spends.
  Genestealers need to roll a 6 on one of their dice to break through a bulkhead.
  
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  Bulkheads cannot be shot open. However, a self-destructing Flamer or Malfunctioning Assault Cannon will destroy 
  a bulkhead on a roll of 5 or better.
  WEAPON AND CHARACTER SUMMARY
  RANGED WEAPON SUMMARY
  WEAPON RANGE
  AREA
  EFFECT DICE DESTROY
  'STEALER
  DESTROY
  MARINE
  DESTROY
  DOOR
  AMMO SUSTAINED
  FIRE
  OVERWATCH
  Storm 
  Bolter
  UL/12
  Target
  2D
  6
  -
  6
  UL
  Yes
  Yes
  Heavy 
  Flamer
  12
  Sector
  1D
  2
  2
  -
  6
  No
  No
  Assault 
  Cannon
  UL/12
  Target
  3D
  5
  -
  5
  10*
  Yes
  Yes
  Crak 
  Grenade
  8
  Target
  1D
  4
  -
  4
  10
  No
  No
  Plasma 
  Grenade
  8
  Sector or 
  Square**
  1D
  5
  6
  5
  10
  No
  No
  * Assault Cannon may be reloaded for a cost of 4 APs.
  ** Plasma Grenades affect entire sector when first fired; afterwards they only affect target square.
  KEY
  Range: The distance the weapon can fire. (Storm Bolters and Assault Cannon have unlimited range, except in 
  Overwatch, when their maximum range is 12.)
  Area Effect: Whether the weapon affects just the target or an entire sector.
  Dice: The number of dice thrown when firing at a target.
  Destroy: The number needed to roll on one of the dice to kill the target.
  Ammo: How many times the weapon can fire before running out of ammunition. Storm Bolters have unlimited 
  ammunition (although they can jam in Overwatch).
  Sustained Fire: Whether the weapon receives a sustained fire bonus.
  Overwatch: Whether the weapon can be put into Overwatch mode.
  AP COST TO FIRE
  CLOSE ASSAULT
  SKILL
  WEAPON
  FIRE
  MOVE FORWARD &
  FIRE
  MOVE BACKWARDS &
  FIRE
  CHARACTER
  SKILL
  Storm Bolter
  1
  1
  2
  Marine
  0
  Heavy Flamer
  2
  -
  -
  Sergeant
  +1
  Assault Cannon
  1
  1
  2
  Librarian
  +1
  Grenade 
  Launcher
  1
  1
  2
  Captain
  +2
  WEAPON AVAILABILITY
  CLOSE ASSAULT
  WEAPON
  USED BY
  COMBAT
  EFFECTS
  RANGED
  WEAPONS
  USED
  BY
  COMBAT
  EFFECTS
  Power Glove
  Any
  -
  Storm Bolter
  Any
  -
  Chain Fist
  Any
  -
  Heavy Flamer
  Marine
  -
  Power Sword
  Sergeant, 
  Captain
  Parry
  Assault Cannon
  Marine
  -
  Force Axe
  Librarian
  Psi Points
  Grenade Launcher
  Captain
  -
  
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  CAPTAIN SUMMARY
  LIBRARIAN SUMMARY
  +30 seconds on timer.
  1.
  +2 CPs.
  2.
  +2 Close Assault skill.
  3.
  Can parry with Power Sword - force 
  'stealer to reroll one Close Assault die if 
  facing opponent.
  4.
  Carries Grenade Launcher.
  5.
  From 10 to 40 psi points.
  1.
  +1 Close Assault skill.
  2.
  Can expend psi points to increase Close Assault roll if 
  facing opponent.
  3.
  CHAINFIST SUMMARY
  BULKHEAD SUMMARY
  1 AP to break through door.
  1.
  2 APs to break through bulkhead.
  2.
  Block LOS and movement.
  1.
  Cannot be opened.
  2.
  Fire combat has no effect.
  3.
  Self-destructing Flamers & Malfunctioning Assault Cannon 
  destroy on a roll of 5-6.
  4.
  Chainfists automatically destroy for 2 APs.
  5.
  Other Close Assault attacks need to roll 6 or better to 
  destroy bulkhead. Close Assault modifiers do apply; 
  Librarians can use psi points.
  6.
  
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  White Dwarf 115
  DELAYING ACTION
  SPACE HULK - Richard Haliwell and Paul Murphy. Space Marine Terminator Command Units, new 
  weapons, and Delaying Action, a mission behind enemy lines.
  After the contamination of the Genestealers' cryogenics chambers, the remaining Genestealers launched a last 
  wave attack against the Blood Angels' defensive perimeter. Several of the Blood Angels' Command Units 
  took to the field to bolster the perimeter, beating off the attack with some difficulty.
  The Blood Angels' force commander feared that further Marine losses might force them to abandon the hulk 
  altogether. He reluctantly decided to suspend further offensive operations and set up permanent defensive 
  works - force fields, mines and the like - until reinforcements arrived and brought the Chapter's strength up to
  the point where they could once more go on the attack.
  Techmarines began to deploy the explosives and field generators as quickly as possible, but it soon became 
  obvious that the Genestealers were aware of the Marines' weakness, and were once more massing in huge 
  numbers to attack.
  To buy some time, an Ultramarine Command Unit, temporarily assigned as observers to the Blood Angel 
  Task Force, were ordered to launch a raid deep into 'stealer territory. The details and objectives were left up to
  the Ultramarines themselves - all the Angels required was that they delay the Genestealers' attack
  Recognising that he did not have the strength to mount a spoiling attack against the 'stealers, Ultramarine 
  Captain Fargas decided to draw off some of the massing 'stealers by the simple method of offering them an 
  easier target - himself and a small group of Ultramarines making an attack behind enemy lines.
  + 112.16.09
  ++ Squad Fargas moving out. Oxygen chamber two-four-zero yards. E.T.A four minutes.
  ++ No enemy activity.
  ++ I hope this woks. Oxygen starvation is a remarkably unpleasant way to die.
  ++ Cut the chatter Marine.
  ++ Yes sir
  Fargas realised that the Genestealers were intelligent enough to recognise what he was up to. They had been 
  caught out before by decoy missions, and had proven themselves fully capable of learning from their 
  mistakes. Therefore it was necessary to come up with a target for the raid that the 'stealers could not possibly 
  ignore.
  Early scans of the vessel had located various pockets of oxygen, held in by force fields, scattered about the 
  vessel.
  Though the 'stealers could obviously exist for quite some time without breathing - most of the hulk was in 
  vacuum - the Task Force's xenobiologists insisted that no matter how hardy and efficient their bodily 
  functions, they simply had to breathe some time. But, as destroying the cryogenics systems was of such 
  
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  paramount importance, up until now the oxygen chambers had been ignored, leaving the Genestealers with a 
  source of clean air.
  + 113.18.54
  ++ Enemy forces massing on our left flank.
  ++ Assault Cannon, shift to parallel corridor three yards to your left.
  ++ There is no greater gift to the Emperor than death - our enemy's or your own.
  Most of the oxygen chambers in the hulk were clustered in the centre of the vessel, near the now defunct 
  cryogenic chambers. The area of the Marine perimeter was relatively lightly equipped with oxygen chambers: 
  there was only one within two thousand yards. Fargas hoped that if he destroyed the nearby oxygen chamber, 
  the 'stealers would have to waste time returning to the farther chambers to breathe, leaving them less time 
  between journeys to fight - and possibly forcing them to retreat en masse to nearer the precious gas.
  This was, of course, merely speculation. The 'stealers might be able to exist for days - or weeks - without 
  oxygen, and might ignore Fargas' attack altogether. Therefore, Fargas decided to employ the smallest number 
  of Marines possible on the raid, leaving the bulk of his men bolstering the defensive lines.
  The Squad would consist of Captain Fargas himself, a Marine Librarian, an Assault Cannon Marine, a Flamer
  Marine and, as the shortest route to the oxygen chamber lay through an unstable area of the hulk with many 
  support bulkheads, a Marine equipped with a Chain Fist.
  + 115.00.30
  ++ Librarian Tollset is in. Jarvis, Lock, Trisstan are gone.
  ++ Am under heavy...
  Objectives
  The Ultramarines are attempting to fight their way through to 
  the oxygen chamber.
  Forces
  Marines: One Marine Captain; one Marine Librarian; one 
  Marine with Assault Cannon; 1 Flamer Marine; 1 Marine 
  with Chain Fist.
  Genestealers: One Blip at the start of the game. The Genestealers' reinforcement rate is as follows:
  Turn Number Reinforcements
  1-3
  1
  4-6
  2
  7+
  3
  Deployment
  
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  Marines: The Squad sets up in the shaded corridor section shown on the map.
  Genestealers: Reinforcements and starting forces may be deployed at any of the entry areas shown on the 
  map.
  Special Rules
  'stealer Reinforcements: The 'stealer player keeps track of the turns on a piece of scrap paper.
  The exit point: Marines can exit the map at the exit point, paying 1 or 2 APs to do so, depending upon their 
  facing. Genestealers cannot exit the map.
  Victory
  The Marine player wins a marginal victory if one Marine exits the map; a major victory if two or more exit 
  the map.
  
SOURCE: textdata/thevault/Warhammer/40k/Space Hulk/Space Hulk - Extras/1989 07 - White Dwarf 115 - Command Units & Delaying Action Mission (web print).pdf