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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 Workshop Limited.

Introduction
I love Space Hulk, you love Space Hulk, everyone loves Space Hulk! But short of selling your firstborn on eBay to purchase the first edition boxed set (also on eBay), how can most of us enjoy that Aliens-with-less-Sigourney-Weaver-and-more-giant-walkingdeath-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 in Tactical Dreadnought "Terminator" Armour, against seemingly endless hordes of preTyranid Genestealers. The system was great, and with a bit a minor tweaking, the look and feel of the original game were quickly achieved! But what if you wanted more? The Space Hulk Killteam: Expanded Edition is an attempt to bring additional heroes and additional threats into the tried-and-true formula of corridor combat! These rules are designed to append and replace the aforementioned Space Hulk Kill Team rules on the Games Workshop website. Everything printed there is reprinted here for 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 supplied by GW, custom built, or purchased from some other company.
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Part I: Basic Rules


These rules are alterations to the standard Kill-team rules listed on pages 214-227 of the Warhammer 40k core rulebook. Terminator Armour and Mega-Armour. One of the immutable laws of Kill-team states that models may not have a 2+ Save of any kind. This law seems to preclude taking 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's permission (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, Morale checks, consolidation, Sweeping Advances, falling back, and the like do not apply under these advanced modifications. A Kill-team game within the confines of a hulk map would be too complicated with these psychological rules in effect to keep the game moving like the Space Hulk of old. For an added challenge, however, feel free to reintroduce these rules after you've played a few games without them. Flame Weapons. The Terminators' heavy flamer and Mega-Armour kombi-skorcha use the 40K Flame Template as normal and can only shoot once per turn, regardless of other circumstances. However, since a space hulk is wrought with fuel canisters, power conduits, and other incendiaries, a flame weapon can cause a fire that remains in play throughout the subsequent turn. The Kill-team player may designate a line across the width of the template (the shorter of the two dimensions of the template) that becomes impassable terrain for the next turn. You can represent this line with a pencil or string or 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 to six 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 over and reveal the number of Brute squads it represents: zero, one, or two. The Brute squad player may voluntarily flip over a blip marker that is beyond the view of the Killteam 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 Brute squad must be placed where the blip counter was before conversion. Note that you can't use blip conversion to get extra Brute movement - reduce the available movement distance for just-converted Brutes by the distance they moved as a blip (e.g., a blip moves 3" before being forced to convert by a Kill-team member; the resulting two Brutes may move another 3" each this Movement phase). Make blip markers from 25mm 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 been deployed, 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 squad player places blips on the board edge where the Brute squad entry areas are marked on the mission maps. The mission will dictate how many blips you can place on the board and when - just know that you place the blips on these areas at the beginning of the Brute squad player's turn. However, if a Kill-team model is within 6" of a Brute squad entry area where the Brute squad player wants to deploy, his blip must "lurk" off board beside this entry area for a full turn before it can be deployed. Brute Squad Activation. Your standard Kill-team mission features a group of stealthy special ops troops trying to sneak in and take out an objective. A Kill-team on a space hulk is a different beast altogether - their goal is to exterminate, not to sneak. Thus, a Terminator 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 Killteam the second their armoured boots hit the first deck plate. Consider all Brute squads active and aware from the start of each mission.
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Part II: 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 They Shall Know No Fear..." special rule (p. 21, Codex: Space Marines). Select one of the three Terminator Kill-team rosters from the chart below. Some missions may allow two similar squads.

Space Marine Terminator Kill-team Roster 1 Terminator Sergeant with storm bolter and power weapon 4 Terminators with storm bolters and power fists 1 Terminator Sergeant with storm bolter and power weapon 1 Terminator with heavy flamer and power fist 3 Terminators with storm bolters and power fists 1 Terminator Sergeant with storm bolter and power weapon 1 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

Kill-team Cost 200

210

230

Terminator Moving & Shooting. A Terminator Kill-team that has been assigned space hulk duty is a fearsome combat force indeed. The team has trained for decades on the intricacies of fighting in this dangerous environment, especially the value of sustained fire. These highly trained Terminators benefit from a BS of 5. Furthermore, Terminators can fire their storm bolters both during the Movement phase and during the Shooting phase at the cost of -1 BS in both phases. Mega-Armoured Nobz. Use the Mega-Armoured Nobz mob profile from p. 39 of the Codex: Orks for your Nobz characteristics. If using Advanced Leadership, Morale, and Assault 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 the chart below. Some missions may allow two similar mobs.

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SPACE HULK KILLTEAM: Expanded Edition

Mega-Armoured Nobz Kill-team Roster 5 Mega-Armoured Nobz with power klaws and twinlinked shootas 4 Mega-Armoured Nobz with power klaws and twinlinked shootas 1 Mega-Armoured Nob with power klaw and kombi shoota-skorcha 3 Mega-Armoured Nobz with power klaws and twinlinked shootas 1 Mega-Armoured Nob with power klaw and kombi shoota-skorcha 1 Mega-Armoured Nob with power klaw and kombi shoota-rokkit

Kill-team Cost 200

205

210

BRUTE SQUAD FORCES


Genestealers. In the normal Kill-team system, the standard Tyranid Brute squad is made of Termagants. Obviously, we're swapping out the Termagants for Genestealers for these modifications. Use the Genestealer profile on p. 39 of Codex: Tyranids for your Genestealer characteristics. Note that the Genestealers will always have the standard 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. The Brute 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 in Part 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 threedimensional 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 your Necron Warrior characteristics. The Brute squad player gets the number of squads, and blips, 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-team Cost

Brute Squads

Blips at Start

Blips Added per Turn

Blips in Tyranid Pile 3 "false alarm" blips, 5 "onesquad" blips, 1 "two-squad" blip 3 "false alarm" blips, 6 "onesquad" blips, 1"two-squad" blip 6 "false alarm" blips, 10 "onesquad" blips, 2 "two-squad" blip 6 "false alarm" blips, 12 "onesquad" blips, 2 "two-squad" blip

Less than 215

215 or more

Less than 215 (two squads)

14

215 or more (two squads)

16

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Part III: 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)

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Part IV: Advanced Rules


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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 said changes. This web site is completely unofficial and in no way endorsed by Games Workshop Limited. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop 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 Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch device, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either , TM and/or Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
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