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Made in nz
Disguised Speculo





Anyone got some good house rules to get other armies into Space Hulk? Played it the other day, and it was sweet, though that psyker looks absolutely terribly designed.

I've seen Advanced Space Hulk which is good, but obviously tailored to a particular player group. Can make some stuff myself, but always keen to see other people's work and use it instead if its up to scratch
   
Made in au
Crazed Spirit of the Defiler




Eye of Terror

there should be some online if you look, grabbed a neat ruleset for csm spacehulk had a blast

This message was edited 1 time. Last update was at 2015/09/13 01:29:20


My large scale warhammer/kings of war Blog of the Brass and Rot legions:
http://www.dakkadakka.com/dakkaforum/posts/list/666677.page#8211472 
   
Made in gb
Fixture of Dakka






You can always just swap the playing pieces around with no changes to the rules; Orks in Mega-Armour are an obvious replacement for Terminators, but even Boyz would do, if you also toned down the opposition (say, Hormagaunts instead of 'stealers).

The official rules for 1st edition included hybrids with ranged weapons and possibly psychic powers on the one hand, and power-armoured Space Marines on the other. It also had rules for Chaos terminators so you could have Marines on both sides. Unofficially, some Citadel Journals had rules for Eldar Harlequins and Aspect Warriors.
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

A set of CSM house-rules we tried for a couple of games are as follows:


Replace Sergeants with Aspiring Champions (all rules stay the same).

Replace the TH/SS Sergeant with an Aspiring Champion equipped with Lightning Claws.

Reaper Autocannon (replaces Assault Cannon) - rolls 2 dice kills on a 4+, does not get a +1 to hit on sustained fire but may instead may reroll one dice if not successful. Costs 3 AP to reload instead of 4, no chance of explosion, has 2 reloads instead of just 1, but only 7 shots per reload instead of 10. This represents a more reliable, lower rate of fire weapon firing larger shells. Works out to be slightly more effective on non-sustained fire relative to the assault cannon, just as effective on sustained fire, and can reload and still do something on that turn, but you have to reload a whole lot more often.

Twin Linked Bolter (replaces Storm Bolter)- Does not get a +1 to hit on sustained fire, instead may reroll both dice if the player wishes. This represents the greater reliability of the CSM Twin Linked bolter over the Storm Bolter with less jamming potential, but is a little less effective.

Veterans of the Long War: Always count as being on Guard, even if also on Overwatch, do not need to spend action points to do so. Represents the extreme veteran nature of these troops and some of their added viciousness and extra chainblades and the like on most of their gear.

Heretics and Traitors: Remove the "6" value from the Command Point pool. Represents the less coherent nature of Chaos forces

This worked pretty allright. The Reaper Autocannon was tricky to use, often running into situations where you'd only have 1 or 2 shots left where an Assault Cannon might have 4 or 5, necessitating reloading sooner or often wasting the last shot in a reload. TL bolter was a little less effective at killing stuff but obviously had fewer issues with jamming, probably a wash overall. The "always on" Guard was cool, but more often than not the Genestealer still won. That missing 6th CP is very definitely felt, particularly when re-drawing and having a smaller range to pick from.


We thought about possibly adding in combi-weapons, but weren't quite sure how to do it. The one working thought we had was this

Combi-Weapons

If Combi-weapons are taken, replace all Twin-Linked Bolters with Combi-weapons.

If this option is taken, the Chaos Marine player removes the "5" value from the command pool in addition to the "6" value.

All Combi-Weapons function as Twin Linked Bolters in addition to their other weapon type

Combi-Flamer: One-Use. As Heavy Flamer, but hits on a 4+ instead of a 2+, no persistent effect.
Comb-Melta: One-use, may be fire on Overwatch. Costs 1 AP to use are be used as part of a Move action. May automatically open a door within 6 squares, or if fired at a model within 12 squares, hit roll 2d6, it hits on a 3+.
Combi-Plasma. Two-uses, may be fired on Overwatch. Costs 1 AP to use or be used as part of a Move action. Unlimited range, roll 3d6, hits on a 4+, if triples are rolled, the firing model is killed.

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in gb
Fixture of Dakka






If you can dig up a copy of WD 120, Space Hulk Campaigns or the 1st edition Genestealer expansion rulebook, those will give you the rules for plasma guns, flamers and melta-guns.

I think ordinary flamers killed on a 3+ instead of a 2+ and the marker was removed at the end of the firing player's turn, rather than lasting through the opponent's turn.
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

Well, that would be helpful, however despite having WD's 110-119, and 121 and through 129, apparently I'm simply missing WD 120 specifically out of my PDF collection...

That's awkward

Looks like I have some searching to do...

Thanks for the pointer!

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

Ok, so I found WD 120, looks like I'd managed to nail the flamer pretty exactly, except they destroy Power Armored marines (non-existent in the current edition of Space Hulk) on a 2+.

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in us
Flashy Flashgitz





Southern California

The Space Hulk Bible is still quite useful. Games with the bad guys shooting back are fun, but challenging. I'm not into lots of detail (and neither will you be at my age). So, I tend to go for flavor over detail. Stuff like Orks don't get Sustained Fire, but roll 1D6(-1) in H2H. Eldar Shuriken Catapults get 2D6 at 6 square range, 1D6 beyond that. That sort of thing. Honestly, games without Terminators are easier to do stats-wise. Trying to fit every other model under the Terminator's lowly 1D6 in H2H is awkward.
   
 
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