space hulk killteam expanded edition

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  • 8/6/2019 Space Hulk Killteam Expanded Edition

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    SPACE HULK KILLTEAM: Expanded Edition

    Introduction

    Part I: Basic Rules

    Part II: Forces

    r Kill Team

    Terminators

    Meganobz

    r Brute Squad

    Genestealers

    Necrons

    Part III: Scenarios

    Part IV: Advanced Rules

    Credits / Legal

    SPACE HULK KILLTEAM

    Expanded Edition

    This website is completely unofficial and in no way endorsed by Games WorkshopLimited.

    Introduction

    I love Space Hulk, you love Space Hulk, everyone loves Space Hulk! But short of sellingyour firstborn on eBay to purchase the first edition boxed set (also on eBay), how canmost of us enjoy that Aliens-with-less-Sigourney-Weaver-and-more-giant-walking-death-machines feel that is Space Hulk? Well, the kindly gents at GWUK developed a

    means to play Space Hulk using the Kill-Team ruleset from the main BGB. Just as in the

    traditional game, this set up a small but elite squad of Veteran Space Marines, clad inTactical Dreadnought "Terminator" Armour, against seemingly endless hordes of pre-Tyranid Genestealers. The system was great, and with a bit a minor tweaking, the lookand feel of the original game were quickly achieved! But what if you wanted more? TheSpace Hulk Killteam: Expanded Edition is an attempt to bring additional heroes andadditional threats into the tried-and-true formula of corridor combat!

    These rules are designed to append and replace the aforementioned Space Hulk KillTeam rules on the Games Workshop website. Everything printed there is reprinted herefor the sake of completeness.

    WHAT YOU NEED TO PLAY: Warhammer 40,000: 4th Edition Core Rules, dice, rulers,and the Codices of your choice. Corridor terrain of some sort, using the PDFs suppliedby GW, custom built, or purchased from some other company.

    [ Back to top ]

    Part I : Basic Rules

    These rules are alterations to the standard Kill-team rules listed on pages 214-227 ofthe Warhammer 40k core rulebook.

    Terminator A rmour and Mega-Armour. One of the immutable laws of Kill-teamstates that models may not have a 2+ Save of any kind. This law seems to precludetaking Terminator Armour or Mega-Armour in a Kill-team, but fear not. "Immutable"does not mean "unbreakable" in the Kill-team rules - you just need your opponent'spermission (which you should already have if you two agree to play with these rules),and you pay a penalty in the terms of advantages for the Brute Squad team.

    Ignore Leadership, Morale, and Assault aftermath. Leadership tests, Moralechecks, consolidation, Sweeping Advances, falling back, and the like do not apply underthese advanced modifications. A Kill-team game within the confines of a hulk mapwould be too complicated with these psychological rules in effect to keep the gamemoving like the Space Hulk of old. For an added challenge, however, feel free to re-introduce these rules after you've played a few games without them.

    Flame Weapons. The Terminators' heavy flamer and Mega-Armour kombi-skorcha usethe 40K Flame Template as normal and can only shoot once per turn, regardless ofother circumstances. However, since a space hulk is wrought with fuel canisters, powerconduits, and other incendiaries, a flame weapon can cause a fire that remains in playthroughout the subsequent turn. The Kill-team player may designate a line across thewidth of the template (the shorter of the two dimensions of the template) that becomesimpassable terrain for the next turn. You can represent this line with a pencil or stringor some other narrow line.

    Blips. Blips represent readings on the Space Marines' scanners or the Orks' gitfindas.However, the structure of a space hulk distorts scanners, so a blip can indicate zero tosix Brute models - only the Brute squad player knows how many models it represents.Until a Kill-team model has line-of-sight on a blip, it remains an unknown blip marker.Once a Kill-team model has line-of-sight, the Brute squad player is forced to flip it overand reveal the number of Brute squads it represents: zero, one, or two. The Brutesquad player may voluntarily flip over a blip marker that is beyond the view of the Kill-team at the beginning of the Brute squad turn. Blips move just like the units they

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    SPACE HULK KILLTEAM: Expanded Edition

    represent (Genestealers get Fleet of Claw). At least one Brute model from the Brutesquad must be placed where the blip counter was before conversion. Note that youcan't use blip conversion to get extra Brute movement - reduce the available movementdistance for just-converted Brutes by the distance they moved as a blip (e.g., a blipmoves 3" before being forced to convert by a Kill-team member; the resulting twoBrutes may move another 3" each this Movement phase). Make blip markers from 25-mm round bases or some other equivalent you have on hand. Blips don't regenerate,unless the mission says otherwise. Once all the blips in the mission pile have beendeployed, the Brute squads must move towards the enemy for the rest of the game.

    Brute Squad Entry Areas. In a normal game of Kill-team, the brute squad player sets

    up his sentries near the mission objective area. In this game however, the Brute squadplayer places blips on the board edge where the Brute squad entry areas are marked onthe mission maps. The mission will dictate how many blips you can place on the boardand when - just know that you place the blips on these areas at the beginning of theBrute squad player's turn. However, if a Kill-team model is within 6" of a Brute squadentry area where the Brute squad player wants to deploy, his blip must "lurk" off boardbeside this entry area for a full turn before it can be deployed.

    Brute Squad Activation. Your standard Kill-team mission features a group of stealthyspecial ops troops trying to sneak in and take out an objective. A Kill-team on a spacehulk is a different beast altogether - their goal is to exterminate, not to sneak. Thus, aTerminator or Mega-Armour Kill-team sacrifices stealth for armor and fire power.Unfortunately, this lack of stealth means that the Brute squads are aware of the Kill-team the second their armoured boots hit the first deck plate. Consider all Brute squadsactive and aware from the start of each mission.

    [ Back to top ]

    Part I I: Forces

    KILLTEAM FORCES

    Space Marine Terminators. Use the Terminator squad profile from p. 31 of Codex:Space Marines for your Terminator characteristics. If using Advanced Leadership,Morale, and Assault Aftermath rules, the Terminator squad also uses the "And TheyShall Know No Fear..." special rule (p. 21, Codex: Space Marines). Select one of thethree Terminator Kill-team rosters from the chart below. Some missions may allow two

    similar squads.

    Space Marine Terminator Kill-team RosterKill-team

    Cost

    1 Terminator Sergeant with storm bolter and powerweapon

    4 Terminators with storm bolters and power fists200

    1 Terminator Sergeant with storm bolter and powerweapon

    1 Terminator with heavy flamer and power fist3 Terminators with storm bolters and power fists

    210

    1 Terminator Sergeant with storm bolter and power

    weapon1 Terminator with heavy flamer and power fist

    1 Terminator with assault cannon and power fist(breaks a second immutable law)

    2 Terminators with storm bolters and power fists

    230

    Terminator Moving & Shooting. A Terminator Kill-team that has been assigned spacehulk duty is a fearsome combat force indeed. The team has trained for decades on theintricacies of fighting in this dangerous environment, especially the value of sustainedfire. These highly trained Terminators benefit from a BS of 5. Furthermore, Terminatorscan fire their storm bolters both during the Movement phase and during the Shootingphase at the cost of -1 BS in both phases.

    Mega-Armoured Nobz. Use the Mega-Armoured Nobz mob profile from p. 39 of theCodex: Orks for your Nobz characteristics. If using Advanced Leadership, Morale, andAssault Aftermath rules, the Nobz mob also uses the "Mob Rule!" special rules (p. 31,Codex: Orks). Select one of the three Mega-Armoured Nobz Kill-team rosters from thechart below. Some missions may allow two similar mobs.

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    SPACE HULK KILLTEAM: Expanded Edition

    Mega-Armoured Nobz Kill-team RosterKill-team

    Cost

    5 Mega-Armoured Nobz with power klaws and twin-linked shootas

    200

    4 Mega-Armoured Nobz with power klaws and twin-linked shootas

    1 Mega-Armoured Nob with power klaw and kombishoota-skorcha

    205

    3 Mega-Armoured Nobz with power klaws and twin-linked shootas

    1 Mega-Armoured Nob with power klaw and kombishoota-skorcha

    1 Mega-Armoured Nob with power klaw and kombishoota-rokkit

    210

    BRUTE SQUAD FORCES

    Genestealers. In the normal Kill-team system, the standard Tyranid Brute squad ismade of Termagants. Obviously, we're swapping out the Termagants for Genestealersfor these modifications. Use the Genestealer profile on p. 39 of Codex: Tyranids foryour Genestealer characteristics. Note that the Genestealers will always have thestandard rending claw profile - no biomorphs or other enhancements. Genestealers still

    have access to the Fleet of Claw and Brood Telepathy special rules in their profile. TheBrute squad player gets the number of squads, and blips, based on the total cost of the

    Kill-team. Genestealers never have a Boss Brute unless using the Advanced Rules inPart IV.

    Genestealer Cover Save. On a space hulk, Genestealers can crawl through air ducts,climb on ceilings and walls, and scuttle under deck plates. Because of this three-dimensional agility, Genestealers are assumed to always benefit from a 5+ Cover Save.

    Necron Warriors. Use the Necron Warrior profile on p. 18 of Codex: Necrons for yourNecron Warrior characteristics. The Brute squad player gets the number of squads, andblips, based on the total cost of the Kill-team. Necron Warriors never have a Boss Brute

    unless using the Advanced Rules in Part IV. Necron Warrior Brute squads are subject to

    the "We'll Be Back" special rule.

    Kill-teamCost

    BruteSquads

    Blips atStart

    BlipsAdded per

    Turn

    Blips inTyranid Pile

    Less than 215 7 2 1

    3 "false alarm"blips, 5 "one-squad" blips,

    1 "two-squad"blip

    215 or more 8 3 1

    3 "false alarm"blips, 6 "one-squad" blips,1"two-squad"

    blip

    Less than 215(two squads)

    14 4 2

    6 "false alarm"blips, 10 "one-squad" blips,

    2 "two-squad"blip

    215 or more(two squads)

    16 5 2

    6 "false alarm"blips, 12 "one-squad" blips,

    2 "two-squad"blip

    [ Back to top ]

    Part II I: Scenarios

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    SPACE HULK KILLTEAM: Expanded Edition

    Official Scenarios:

    Mission 1: Suicide Mission (Marines v. Tyranids)

    Mission 2: Exterminate! (Marines v. Tyranids)

    [ Back to top ]

    Part IV: Advanced Rules

    [ Back to top ]

    Credits / Legal Info

    Space Hulk Killteam: Expanded Edition is based primarily on the rules for Space

    Hulk Kill Team, as presented on the Games Workshop UK website. Minor modifications

    and addition to the basic ruleset were made by myself, but I claim no ownership of saidchanges.

    This web site is completely unofficial and in no way endorsed by Games WorkshopLimited.

    40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos

    device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, DarkAngels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye ofTerror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, GamesWorkshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW,GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne device, Kroot, Lord of Change,Necron, Nurgle, the Nurgle device, Ork, Ork skull devices, Sisters of Battle, Slaanesh,the Slaanesh device, Space Hulk, Space Marine, Space Marine chapters, Space Marinechapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, theTzeentch device, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, theWhite Dwarf logo, and all associated marks, names, races, race insignia, characters,vehicles, locations, units, illustrations and images from the Warhammer 40,000universe are either , TM and/or Games Workshop Ltd 2000-2006, variablyregistered in the UK and other countries around the world. Used without permission. Nochallenge to their status intended. All Rights Reserved to their respective owners.

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