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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
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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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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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
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.
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
205
210
Kill-team Cost
Brute Squads
Blips at Start
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
215 or more
14
16
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Official Scenarios:
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