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Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Firstly is anyone still interested in Space Hulk? Well I'll rant anyway.

I have been developing a modular system over a few years now based on Space Hulk 2nd Edition, that at first was extrapolated from the Terminator and Genestealer rules using a comparison of their 40k stats and how they work in Space Hulk. Then from there trying to apply the basic principles to other units from 40k and seeing if they work in Space Hulk (Yes, it's as tedious as it sounds).

Well after much nail chewing and dice hurling I realised there was bugger all logic involved in the mechanics of Space Hulk and decided to rewrite the book.

So to sum up before the Mtv generation attention span kicks in and I loose you:

I have a system for converting 40k units and weapons and using them in Space Hulk. Still using the Unit by Unit, Turn by turn Action Point system. Also Vehicles are pretty much working too.

I also developed  universal weapon rules much like 40k 4th Ed. So you can use any races weaponry with a sense of symmetry in the game.

So you basically put together a board (I use the old Space Crusade Boards) choose your race, squad type and weaponry & and off you go.

So Ork raiders intercepted by an Eldar exploration fleet anyone?

Inqusition learns of a Hulk drifting out of the Eye of terror...

Well you get the idea, so if people would like me to start posting these rules and conversion systems please let me know. Or if you have specific questions about any of it ask away.

Look forward to your replys
Commander Usiel

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Is it just me or putting 'Space Hulk' in a 40k forum a social fopar?

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Having just bought 1st & 2nd Ed Space Hulk off eBay, along with 1st Ed's expansion packs, Campaign book and even a copy of Tyranid Attack, I would be very interested in your conversion rules.

The idea I had when getting the Space Hulk games was to use the game as a way of doing 'different' 40K games, including other 40K races.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in lk
Dakka Veteran





Sri Lanka

This simply the best thing I've read in ages. Wow -- I feel like Christmas just came.

I'll read and take whatever you got.

Thanks a lot for doing this.

Go Space Hulk...

Navin

   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


I would be interested in checking out your rules.


Personally, more than other races, I would just like to see a "super space hulk" that incorporated more Tyranids into the game.

Personally, I think much of the beauty of SH is its simplicity and I know that adding enough rules in to accomodate every race and unit is going to make the game, much, much more complicated (although I'm interested to see).

I never liked the psychic rules in Genestealer, so I've been musing about making a version of space hulk (super space hulk) that gets rid of the hybrids and adds in:

Gaunts (variety of ranged weapons)
Hormagaunts
Warriors (variety of ranged or CC weapons)
Zoanthrope (Psyker)

On the Imperial side, bring back the rules for regular powered armor marines, and maybe some IG storm troopers.

I know it wouldn't really fit the fluff (only stealers tend to hide out in hulks), but fluff de damned! I think it would make a fantastic game.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

As someone who only has (limited) experience with the basic Space Hulk rules (I'll have more soon), can you tell me Yak, what were those Genestealer Psychic Rules and why didn't you like them?

All I know about the 'Genestealer' Expansion is that it'll give me enough Hybrids to do a Necromunda Genestealer Cult gang and 3 more of those fantastic plastic Terminator Libarians.

BYE


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Hiya,
Yakface it's interesting that you mention a 'super tyranidy space hulk' because thats what made me start it originally heh. It so happens that I have been upgrading the Tyranid rules with the new super shiny 4th ed Tyranid Codex. Also adding Power Armoured Marines was one of the first things I did. And to H.B.M.C. I have been considering (to the horror of my friends) building a Checked wargame table to play 'outside the hulk' . As you could pretty much use these rules as an alternative 40k system.

Now the big Issue is I can't seem to copy and paste word docs onto this forum. Not to mention most of this system is in a pile'o'notebooks. But I will endeavour to meet demands, as I think it plays really well and most Hulk fans should like it.

So... if I could get some feed back on where I can be putting up the system I'll get cracking.

P.S.
-H.B.M.C. I have rules for 'Gloryboys' I got some mini's because I think they look cool
-Yakface I've read that lots of races use Space Hulks, Chaos Marines set up shop on them in the Eye of Terror and modify them to take out into real space (and even some make them warp capable), Orks use them as hideouts between harrying systems on pirate raids. Not to mention If one comes close to an alien system they will inevitably send out someone or thing to Investigate.

Thanks all for your Support!

Praise the Emperor
Commander Usiel

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


You can indeed paste Word documents onto Dakka (depending on what brower you're using), you just can't edit the post after you've made it or most of the formating goes crazy.

How long is the document, and what browser are you using?


And I know that Orks and Chaos frequently use Space Hulks, I just meant that Tyranid creatures beyond stealers aren't typically found on a space hulk. You'd have to come up with some wierd scenario to make it fit in the fluff. But I still think aliens vs. marines in skinny dark corridors=WINNER.

Its just now we've got more alien models to play with (besides hokey hybrids hefting around conversion beamers).




I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

I'm using Firefox, but the Pages are pretty big. There seperate word docs for each section.

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

 

Space Hulk: Invasion. Ver 2.5<?xml:namespace prefix = o />

 

 

Warhammer 40,000 Unit Converter

 

Action Points (AcPo): = Initiative.

 

Ballistic Result Bonus (BRB): = BS: 1-4: 0, 5: -1, 6: -2.

 

Close Combat Dice (CCD): = Initiative.

 

Combat Hit Type (CHT): = 40k WS: 1: 6, 2-3: 5, 4-5: 4, 6-7: 3, 8-9: 2, 10: 2.

 

Hit Points (HP): =  W.

 

Armour Save (AS): = Sv.

 

Leadership (LD): = Ld.

 

Close Combat Abilities (CCA): 40k Attacks (A): 1 = Nothing, 2 = ?Parry?, 3 = ?Re-Roll? 1 CCD. ?Re-Roll? goes up by 1 CCD after each attack after 3.

 

 

Ballistic Weapon Converter

 

Range (Rng): = Range in Squares.

 

Ballistic Dice (BD): = Weapon Strength halved; Str 1-5 rounded down, Str 6-10 rounded up.

 

Armour Penetration (AP): = Armour Penetration. And works essentially like 40k 4th ed.

 

Hit Type (HT): = Type: shots to hit dice. E.g. Stormbolter Assault 2 = ?HT?: 2.

Note: Type: Shots to hit dice 4+. This = ?HT? 3 with BSR ?Re-roll?.

 

Action Points to Fire (AcPo): Weapon Type; <?xml:namespace prefix = st1 /><st1:City><st1:place>Normal</st1:place></st1:City> = 1, Special = 2, Heavy = 2.

Note: That ?Heavy? weapons have the BSR ?Heavy Stationary? which modifies ?AcPo? cost based on Unit Movement.

 

Ballistic Weapon Special Rules (BSR):

 

E.g.

Bolter:

Rng: 24 BD: 2 AP: 5 HT: 1  AcPo: 1.

BSR: Rapid-Fire, Overwatch, Sus-Fire.

 

 

Ballistic Weapon Special Rules

 

?Assault?:

Move and fire for the weapons base firing ?AcPo? cost only. These weapons can also be fired at Close Combat range.

Note: Firing in this manner does not start the ?Sus-Fire? rule?s ?Hit Type? bonus. It also negates the units ?BRB?.

40k: Weapons with; Type: Assault, Pistol. 

 

?Auto-Hit?:

All units within ?Range? and ?Fire arc? are rolled for to hit regardless of ?LOS?.

Note: Walls and doors block ?Fire arc?.

40k: Weapons with; Range: Template.

 

?Bleeder?:

Each hit on ?HP? counts as two.

Note: Use the original score to calculate ?Overkill? as ?Bleeder? hits do not pass to the next target if the initial hit kills.

40k: Weapons with; Causes 2 wounds, Re-roll to wound, Type: (Tyranid) Living Ammunition.

 

?Blast?:

?Blast? weapons target a square in ?LOS? and ?Fire arc? all adjacent squares (the 8 surrounding the central one) are ?Auto-Hit? regardless of ?LOS? and ?Fire arc?.

40k: Weapons with; Type: Blast.

 

?Combat Activated?:

?Combat Activated? Weapons are used preceding a Close Combat attack. Fire the weapon for free once and resolve any hits before rolling ?CCD? attacks.

40k: Weapons that fire when ?Charging?.

Note: If the target is destroyed due to the ?Combat Activated? weapon you must still spent the ?AcPo? for the Close Combat Attack.

E.g.: 3rd Ed Eldar Mandiblasters are fired when ?Charging?.

 

?Primer?:

A ?Combat Activated? weapon that costs ?AcPo?.

E.g.: 4th Ed 40k Rulebook, Melta bomb: Rng: /. BD: 4. AP: 1. HT: 1. AcPo: 2. BSR: Combat Activated, Vehicle Only, Destroyer, Re-Roll, Primer.

 

?Ord-Blast?:

As ?Blast? but add 1 more ring of adjacent hits.

40k: Weapons with; Type: Ordinance Blast.

 

?Destroyer?:

?Destroyer? weapons always kill their target regardless of ?Hit Points?.

40k: Weapons with; Strength: 8+. Cause ?Instant Death?.

 

?Double Kill?:

If a ?Double Kill? weapon scores a hit the hitting dice may be rolled again for the same target if it survives the first hit or a new target within ?Range? and ?LOS?.

40k: N/A. Space Hulk Invasion (SHI): Weapons with; ?Overkill? + ?Ballistic Dice? 1.

 

?Daemon Killer?:

Ignores ?Invulnerable Saves?.

40k: Weapons with; Type: No Invulnerable Save, Ignore Invulnerable Save.

 

?Gets Hot?:

Weapons with ?Gets Hot? must roll a Jam die when firing on ?Overwatch? or a special firing mode. If the Jam result is scored that weapon cannot fire until the start of it?s next turn.

40k: Weapons with; Type: Gets Hot!.

 

?Heavy Stationary?:

If the Unit carrying a ?Heavy Stationary? weapon moves it costs double the weapons ?AcPo? to fire.

40k: Weapons with; Type: Heavy.

?Melta?:

?Melta? weapons usually have the BSR ?Destroyer? but they half the ?Rng? of the ?Destroyer? effect.

40k: Weapons with; Type: Melta.

 

?Multi-Shot?:

This is a pre conversion rule for 40k weapons that have Type: d6 or d3 to hit dice. The Weapon is automatically ?Hit Type? 4 with BSR ?Re-Roll?.

E.g. 3rd Ed Eldar Scatter Laser is Type: Heavy D6.

40k: Weapons with; Type: D# to hit dice.

 

?Overwatch?:

?Overwatch? allows a unit to fire during their opponents turn. It cost two ?AcPo? to activate and stays on until the start of the ?Overwatched? units next turn. ?Overwatch? can be broken by; the Unit spending ?Action Points?, being attacked in Close Combat, ?Jamming?. You may fire at any hostile target that preforms an action within ?LOS? and half the weapons ?Range? once. Shots are made after the trigger action is preformed (so if the trigger action is your head being torn off you cannot make an ?Overwatch? shot).

Jamming: When ?Overwatch? shots are made you must make a ?Jam? test: Roll a D6 on a result of 1 the weapon cannot fire until the jam is cleared for 1 ?AcPo?.

40k: Weapons with; Type: Rapid fire. SHI: ?AcPo? 1.

Note: The following actions do not trigger Overwatch; Setting ?Overwatch?, foul language and obscene gestures.

 

?Overkill?:

The most notable aspect of ?Overkill? is that all hits on the ?BD? roll must be ?Saved? against and all excess hits after initial target is destroyed are applied to a new target within ?Rng? and ?LOS? regardless of friend or foe. This continues until all targets are destroyed or the player runs out of hits. The player using the ?Overkill? firing Unit may choose the targets when applying excess hits.

40k: Weapons with; Type 2+ to hit dice.

Note: On a weapon without ?Overkill? only one ?Save? is required regardless of hits scored.

 

?Penetrator?:

?Penetrator? Weapons continue cutting through targets in straight or diagonal lines of squares. If initial target destroyed roll for the next target as if you fired again for free. Repeat until a target survives or there are none left.

40k: Weapons with; Ap: 1 and 2.

 

?Pistol?:

?Pistol? weapons add +1 to a units ?CCD?, and can be fired at Close Combat range.

40k: Weapons with; Type: Pistol.

 

?Pinning?:

If a unit is killed in ?LOS? of a friendly unit by a ?Pinning? weapon the friendly units must make a ?Ld? test. If they fail they must move toward their entry point with all their ?AcPo? on the units next turn.

40k: Weapons with; Type: Pinning.

Note: I find it?s best to leave some kind of marker.

 

?Plasma?:

Do not use ?Blast? for ?Penetrator? hit targets.

40k: Weapons with; Type: Blast + Plasma weapon.

 

?Rapid-Fire?:

Is a special firing mode that costs double the weapons base ?AcPo? to fire. In this mode you double the ?BD? and add +1 to the ?HT? and half the ?Rng? of the Weapon, it also gains BSR ?Overkill? and ?Heavy Stationary?.

40k: Weapons with; Type: Rapid fire.

Note: A moved ?Rapid-Fire? weapon costs; <st1:City><st1:place>Normal</st1:place></st1:City>: 4 ?AcPo?, Special: 8 ?AcPo?, Heavy: 8 ?AcPo?.

 

?Re-Roll?:

Weapons with ?Re-Roll? generally have a massive rate of fire or are incredibly destructive, so are able to re-roll missed ?BD? results once.

40k: Weapons with; Type: 4+ to hit dice, Blast, Ordinance Blast. Range: Template. Strength: 8+.

 

?Rending?:

When ?HT? 1 is scored when firing these weapons the target gets no ?Save? against the hit, against Vehicles it counts as a BSR ?Destroyer? hit.

40k: Weapons with; Type: Rending.

 

?Sus-Fire?:

If a Unit using a ?Sus-Fire? weapon does not move and uses subsequent ?AcPo? to fire at the same target the ?HT? of the weapon goes up by one after the first shot.

40k: Weapons with; Type: Rapid fire. SHI: <st1:place>Normal</st1:place> 1 ?AcPo? weapons.

 

?Sniper?:

This is a pre conversion rule for 40k weapons that have Type: Sniper. ?Sniper? effectively makes the weapon Strength 10 but does not activate the BSR ?Destroyer?.

40k: Weapons with; Type: Sniper. Wound on a 4+. Automatically wound.

E.g.: 4th Ed Space Marine Sniper Rifle: Rng: 36. BD: 5. AP: 6. HT: 1. AcPo:2. BSR: Heavy Stationary, Sniper, Pinning, Re-Roll.

 

?Template?:

This is a pre conversion rule for 40k weapons that have Range: Template. Makes the SHI ?Rng? 8.

40k: Weapons with; Range: Template

 

?Vehicle Only?:

These weapons can only be used against targets with Vehicle armour.

E.g.: 4th Ed 40k Rulebook, Melta bomb: Rng: /. BD: 4. AP: 1. HT: 1. AcPo: 2. BSR: Combat Activated, Vehicle Only, Destroyer, Re-Roll, Primer.

 


Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

PM me as well with it. I don't understand it yet (I know the basics), but it could be very useful given how many armies we all have.

BYE


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Just remember that I have to transcribe it, as most of it is still in note books. Though I will do up the conversion systems first to get everyone started. And I will happily give rules support untill all the basic rules are posted (but I will still give rules support after there posted anyway)

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


I pasted what you sent me so far into that previous 'test' post you made.

Don't try to edit that post or the formatting will go *poof*. If you need to make changes to it, send me the file and I'll re-paste it in.

P.S. this thread will be moved to the "Classic Games" forum soon, so remember to check it out there if you want to see what's up.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Okie-doke.

Full rules sent to me are now posted above in the previous post. I'll move this post to the Classic Games forum tomorrow.



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Got a Debate for y'all,
Now that Terminators are on the 44mm bases should they occupy 4 Squares or 1?
Keep in mind I have been play testing on 'Space Crusade' board sections not the single file Space Hulk sections.

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Well... one. How will a Termy fit down a 1 square wide corridor then?

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


I'm not sure I still understand the flow of the game. Exactly how many dice are rolled for the entire shooting process, etc.

And indeed my personal concern appears to be true. . .making a rule to cover every possibility in 40K has led to way, way, way, way, way too many special rules IMO.

Perhaps if I had the units layed out in front of me with only their special rules to worry about to start with, things might be easier to comprehend.


As for your terminator question, I think you have to stick with the old school roots and keep termies filling only one square. Otherwise its going to be impossible to fight on the single corridor Space Hulk pieces with them, and what a travesty that would be!


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

This looks pretty cool and like a lot of work so far. I applaud your efforts.

However, just glancing over what you've written, I know that I wouldn't want to play orks using these rules unless there is some kind of special rule to help out their Initiative. These rules would make orks the slowest moving and least dangerous in the game it seems. I could be wrong though.

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

For most Armies I make additions to the SHI rules to balance them. Low AcPo due to initiative is a factor I'm aware of.
The Tau for instance have 2 Command point die per group/squad, due to advanced comm systems and scanning equiptment ect that always keeps them ahead.

As for Orks I imagine it would be a 'power of the waaagh!' type thing. I am vaguely familiar of a rule that improves there leadership abilities depending on the size of the mob. So I would give them more AcPo when a group of them are at peak numbers that could be slowly (not drasticly, everyone loves a comeback) whittled down.

I hope that helps, please understand any rules additions I make that are not based on established rules or stats in 40k I will try to keep with the theme of the army.

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Hey all,
Sorry I've been gone for ages but I've been on holidays. Just letting you know I'm back and I will continue to make additions to Space Hulk: Invasion.  I'm not sure what areas to cover next so I would like to take requests. Current I will be doing the basic systems next, most of which are the same as 2nd Ed Space Hulk with some small changes due to expanded rules ect....

Yakface I hope your still out there to fix the cruddy HTML if not, if anyone is willing to fix it let me know.

Cheers all
Usiel

"Emp,s namenz is Bigger-Than-You.
Emp's namenz is Death." ~ Biff Tundrish

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in gb
Regular Dakkanaut





a little help to you all, if you didn't know, somewhere on the GW website there are templates for the hallways, for the new termies on big bases
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Not sure if this is what warlordty is talking about but it's damn impressive, check this out:

http://oz.games-workshop.com/games/40k/gaming/spacehulk/default.htm

Your Gobsmacked Commander
Usiel

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

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Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

 

Posted on Behalf of Commander Usiel:

<?  

Close Combat

 

Engaging Close Combat / Engaged Units.

 

-Must be in base-to-base contact (Close combat range) to make Close Combat attacks.

 

-Attacker must be facing target, if in a diagonal square both must be facing chest to chest for the target to attack back.

Note: That means if a unit has enemies in their three forward squares they can fight all of them without changing facing. Though being attacked from the side will force them to change facing.

 

-It costs 1 AcPo to attack and Engage Close Combat unless stated otherwise.

 

-Once Close Combat is ?Engaged? it will continue until one opponent moves out of Close Combat range or is killed.

 

-Friendly forces of either combatant may NOT shoot at ?Engaged? units. This also counts for ?Overwatch? shooting.

 

-Units Engaged in Close Combat may not shoot but may only make Close Combat Attacks.

 

-A target not Engaged from its forward facing may fight back as normal (accept its CCA are negated), though if it wins the Engager is not wounded. Instead the attacked unit will turn and face the Engager for free.

 

Fighting in Close Combat.

 

-Both opponents roll a number of D6?s equal to their CCD, the Engager gains +1 on their first attack.

 

-Compare Combat Hit Type successes. CHT is the number that must be scored on CCD or a higher number.

 

-Modify CCD rolls with Close Combat Abilities.

 

Close Combat Abilities.

 

Parry: Allows a unit to re-roll one of there opponents successes.

 

Re-Roll #: This is the number of failed dice a unit can re-roll.

 

Note: Identical CCA negate each other. E.g. a unit has ?Parry? and ?Re-roll 1? his opponent has ?Parry?. The both units ?Parry? ability is lost but the unit with ?Re-roll 1? can still use that.

 

-Higher number of successes is the victor.

 

-Equal successes are a draw.

 

-Loser makes saves if possible. Loser survives or is removed.

 

Close Combat Weapons

 

Close Combat Weapons & Pistols.

-Equipping two will add +1 CCD.

-Armour Saves and Invulnerable Saves as normal.

 

Heavy Close Combat Weapons.

-Armour Saves are reduced to 4+ vs. these weapons.

-Invulnerable Saves as Normal.

 

Power Weapons.

-No Armour Saves vs. these weapons.

-Invulnerable Saves as Normal.

 

Lightning Claws.

-Add +1 to CHT results on CCD rolls. E.g. a result of 5 would become 6.

-No Armour Saves vs. these weapons.

-Invulnerable Saves as Normal.

 

Force Weapons.

-Spend 2 AcPo then make a Psychic Test, if passed weapon classed as ?Destroyer? for that attack.

-No Armour Saves vs. these weapons.

-Invulnerable Saves as Normal.

 

Power Fist/Claw.

-Re-roll all failed CCD once.

-Units CCA are removed and counts as having none.

-No Armour Saves vs. these weapons.

-Invulnerable Saves as Normal.

 

Thunder Hammer.

-Opponents wounded by a Thunder Hammer are at half CCD (round down) for their next attack.

-Vehicles damaged by a Thunder Hammer may not shoot on their next turn.

-No Armour Saves vs. these weapons.

-Invulnerable Saves as Normal.

 

Witch Blade.

-Units CHT becomes 2.

-?Destroyer? vs. Vehicles.

-Armour Saves and Invulnerable Saves as Normal.

 

Rending.

-No Armour Saves vs. these weapons on a CHT result of 6 on CCD.

-Invulnerable Saves as Normal.

 

Poisoned Weapons.

-Units CHT is decreased by 1. E.g. CHT 4 would become 3.

-Armour Saves and Invulnerable Saves as Normal.

 

Example of Play

 

Here is an example of a small skirmish using classic units to keep it simple and for a comparative effect for those who have played one of the GW incarnations of Space Hulk.

 

Here are the combatant?s stats:

 

Space Marine Terminator

AcPo: 4

BRB: 0

CCD: 4

CHT: 4

HP: 1

AS: 2+/5+

LD: 9

CCA: ?Parry?

Special Rules (SR): Heavy Movement.

 

Storm Bolter

Rng: 24 BD: 2 AP: 5 HT: 1 AcPo: 1

BSR: Assault, Overwatch, Sus-fire, Overkill.

 

Power Fist

<?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-comffice:smarttags" /><st1:place><st1:City>No</st1:City> <st1:State>AS</st1:State></st1:place> except ?Inv Sv?

Negates Close Combat Abilities

Re-roll all failed CCD once (Successes do not have to be Re-rolled)

Note: Cannot Re-roll a ?Parried? dice.

 

Tyranid Genestealer (Unmodified)

AcPo: 6

BRB: 0

CCD: 6

CHT: 3

HP: 1

AS: 5+

LD: 10

CCA: ?Parry?

 

Rending Claws

If unit wins close combat and has any CCD results of ?6? target gets no AS, ?Inv Sv? still apply.

 

 

 

Part I

 

SHOOTING

 

Astartes turn.

 

Terminator moves forward 1 square in front of a door for 1 AcPo.

Terminator opens door for 1 AcPo.

Beyond the door is a 4 by 4 Square room, and within it are 2 Genestealers.

One of the Genestealers is to his left within his LOS (Line Of Sight) but not in his Fire-arc (Genestealer 1) the other is within both his LOS and Fire-arc 2 squares ahead of him (Genestealer 2).

The Terminator moves diagonally forward and to the right into the room and fires his Storm bolter using the ?Assault? BSR at Genestealer 2. This costs 1 AcPo.

 

The player rolls 2 Ballistic die which are D6?s with three ?Miss? results and 1 2 3 on the other sides. The weapon is a HT: 1 which means if any 2?s or 3?s are rolled they count as ?miss? results. But 1 is a hit.

 

Designer note: I modified the Sustained Fire dice from Space Hulk 2nd Ed for Ballistic dice. Also the ?Red? dice from ?Space Crusade? are perfect.

 

The Player Scores two 1 results. The fist hit killing the stealer as the Storm bolters AP is equal to it?s AS (Like 40k) and destroys it?s 1 HP, the second hit is allocated to the door on the other side of the room as stealer 1 is still out of his Fire-arc. The door fails its 6+ ?Inv Sv? and is destroyed (removed).

 

Note: a weapon without ?Overkill? would have only scored 1 hit regardless of successes on BD.

 

The Terminator turns 90 degrees to his left and fires his Storm bolter using the ?Assault? BSR at stealer 1. This cost one AcPo.

 

Note: turning 90 degrees is free for a normal unit like a Space Marine in Power Armour or a Genestealer, but this free turn can only be done as a Starting move or after an AcPo has been spent. But for a unit with SR: ?Heavy Movement? it cost 1 AcPo. Note that Heavy Movement Unit?s cannot move sideways like normal units.

 

The Player scores no successes, and is now out of AcPo.

 

 

 

Part II

 

CLOSE COMBAT

 

Genestealer Turn.

 

Stealer 1 is facing the Terminator and is 2 squares away.

The Stealer moves forward 1 square for 1 AcPo.

The Stealer moves forward into the square in front of the Terminator into ?<st1:place><st1laceName>Close</st1laceName> <st1laceName>Combat</st1laceName> <st1laceType>Range</st1laceType></st1:place>? for 1 AcPo. But at this point they are not ?Engaged?.

 

Note: Only Ballistic weapons with BSR ?Assault? can be fired at ?<st1:place><st1laceName>Close</st1laceName> <st1laceName>Combat</st1laceName> <st1laceType>Range</st1laceType></st1:place>?.  Also ?Engaged? Units may not fire ?Assault? weapons.

 

As the stealer is within ?Close Combat Range? (Non-diagonal Base to Base Contact) and facing its Target it can ?Engage Close Combat?, as the engager it also gets + 1 die to its CCD pool (But only for the fist round of the engagement). This costs 1 AcPo.

 

Now that Close Combat has been ?Engaged? both players roll their CCD using d6?s.

Stealer player rolls 6 + 1 D6?s the Terminator player rolls 4 D6?s.

The Stealers CHT is 3 which means it needs to roll 3 or higher for a success.

The Terminators CHT is 4.

Both players roll.

The Stealer gets 2 3* 5* 1 3* 2 1, scoring 3 successes.

The Terminator gets 4* 6* (3 Re-rolled to 5)* 5*, scoring 4 successes.

Now the Units use CCA to modify their rolls.

The Terminator and the stealer have ?Parry? which allows them to Re-roll one of their opponents CCD. Normally as they both have it they would nullify each other and not be used.

But the Terminator has a Power fist, which negates his CCA?s, so the stealer can use its CCA ?Parry?. It Re-rolls the Terminators 6 result to a 2.

Now they are both on 3 Successes each and it?s a draw. Resulting in neither unit destroying the other.

 

Note: If a Unit is engaged from the side or the rear it can still roll its CCD, but if it wins the close combat it does not cause a wound to its attacker but counts the Close Combat as a draw. Also the unit can turn for free to face the Engager on the next round of close combat.

 

The stealer spends 1 AcPo to continue Close Combat.

 

Note: Once two units are ?Engaged? the only way to ?Disengage? Close Combat is to spend AcPo to move out of ?<st1:place><st1laceName>Close</st1laceName> <st1laceName>Combat</st1laceName> <st1laceType>Range</st1laceType></st1:place>? or kill your opponent (or die).

 

Both players roll CCD again.

Stealer rolls 2 5* 2 3* 6* 1, scoring 3 successes, one of them a ?Rending? success.

Terminator rolls (2 Re-rolled to a 5*) 4* (3 Re-rolled to a 6*) 6*, scoring 4 successes.

Stealer uses ?Parry? on the Terminators 6 and rolls a 5.

The Terminator has 1 more success and is the winner of Close Combat.

The Stealer cannot use its AS against the power fist and is destroyed.

Close Combat is disengaged.

 

Side Note: Units cannot fire at ?engaged? units if one of the combatants is a friendly unit.

 

Well I hope this gives you an Idea of what SHI is like and how its still in some ways like Space Hulk.

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Knight of the Inner Circle






Just noticed this tread....dont travel down to the speciality game section that much...

Being a fan of space hulk, the Invasion rules look like they could work..I know there was rules for Eldar in the early issues of Citadel Journal. I will see what I can find.. Also in one of books that came out for 1st edition... (Reprints from WD??) There where rules for Chaos stuff , Basic Marines and Gaurd troops.


 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Great to hear Genoside07
Always looking for support, keep in mind this was developed from the ground up and probably won't mix well with other GW or WD rules. But it's still good for referance and for more alternative ways to play Space Hulk look forward to your findings.

Cheers Usiel

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Hey all you crazy Hulkers out there =D

Just wanted to let you know I am still here. Me and my gaming friends are still playing this and play testing this system.

So as I have said before if there are any questions or if you would like rules for a particular race ask away! As a big fan of old school I use Space Hulk: Invasion to bring old favourites back to life, so I developed rules for Genestealer Cults ^^ If your interested I will send them to Yakface so he can post them.

I also wanted to know if anyone has tried this system and what they thought.

Happy Gaming!!!
Usi

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in us
Veteran Inquisitor with Xenos Alliances






Awesome... I had been playing around with similar sorts of idea, just no one around here was interested in space hulk.
   
 
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