space hulk custom rules

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  • 8/16/2019 Space Hulk Custom Rules

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    Space Hulk House Rules

    Setup:

      1. *Place tiles to form the Space Hulk.

    2. Use the numbered tiles to place : Eleven entrances per game, marked 2-12, decided by rolling 2d6.

      3. *Place 12 to 18 inner doors.

    4. *Place 10-20 Coers.

      5. Roll o for order of player turns.

      *Players will make decisions together regarding these details.

    Play:

      1. Begin by using WH40K rules for Warlord Traits and Psychic Powers.

      2. The game lasts 5 turns. See below for scoring points

      3. Proceed as per standard WH40K rules.

      4. Exceptions:  a. Players enter through door entrances marked 2-12. Player rolls 2d6 to determine entrance. Players may

    subsequently enter through a previous entrance or the new entrance rolled. On deployment, if an entire

    squad cannot be deployed for whatever reason, the player has the option of re-rolling the entrance point, or 

      deploying as many units as will t, then deploying the rest of the squad in his next movement phase.

      b. No deep strike, inltrators or Scouts rules.

      c. No units above heavy infantry. No vehicles.

      d. Jump infantry may not leapfrog obstacles, doors or units.

      e. Retreating: if a squad fails morale, they must head towards the nearest exit by the shortest route possible. Other rules

    apply as normal.

      5. Special Rule for Inner Doors:  Quantity: 12-18; Doors armor 10, automatic hit, penetrating hit to open, glancing

      hits lower armor by 1 to subsequent attacks. Destroying a door is either a shooting or assault action. Attempting or 

      succeeding in opening a door ends the player’s turn.

      6. Special Rule for Coers: Quanity: 10-20; Coers are opened by ending movement on the coer. A coer may be

    opened during any phase of the player’s turn and it’s eects are immediate.

  • 8/16/2019 Space Hulk Custom Rules

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    Space Hulk Reliquary Coers Table

     Roll 4d6; consult table below:

    4: Booby trapped! 2d6 models in the squad take a strength 4 hit. Roll to wound and save as normal.

    5: EMP Bomb! The squad is automatically pinned for one round.

    6: Tyranid attack! The squad spends this and the next round wiping out Tyranids. The squad loses a turn but the player gains a point.

      Locked in combat.

    7: Teleportation Field! The squad is teleported using deep strike but with inertial guidance. The only mishap is if scattered o the edge

    The player may not decline the teleport.

    8: Medical Supplies! The squad gains “Feel No Pain” for the rest of the game. If the squad already has this rule, it becomes 3+.

    9: Alien Weaponry! The squad gains the Counter Attack rule for the rest of the game. If the unit already has this rule, they gain +1

    initiative for the rest of the game.

    10-12: Empty

    13-14: Mysterious Artefacts! You gain a point!

    15: Symbiotic Armor Enhancements! The squad’s armor is reduced by one. If this would reduce a model to a save of 1+, then the

     bonus is made to invulnerables. No save can be lowered to 1+.

    16: Automated weapons control! the player may select one enemy squad for each opponent and force it to take 1d6 strength 4 hits.

    Roll to wound and save as normal.

    17: Otherworldly Data Core! You gain 2 points.

    18: Alien Prisoner! You gain 3 Points.

    19: Security Clearance! The squad Automatically open doors.

    20: Sabotage! The entire squad must make a dangerous terrain test.

    21: Alien Targeting Devices! The squad’s BS is increased by one for the rest of the game.

    22: Hidden Weapons Locker! The squad receives either an additional amer, meltagun, plasma gun, or power weapon. Player choice.

    23: Infected! An alien plague is unleashed upon the squad, making them Slow and Purposeful. If the squad already has this rule, they

    may only roll one die for movement.

    24: Demonic Curse! The unit has it’s Weapon Skill lowered by one for the rest of the game.

    Scoring points: The game is annihilation and lasts ve turns. If a player has his total force destroyed before ve turns, he loses no

      matter how many points he has acquired.

    1 point for destroying door

    1 point for opening Coer

    1 point for destoying a unit

    1 point for Killing the Warlord

    Player with highest points and still has units on the table is winner!