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++ Codex Space Hulk 3rd Ed

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+ 09.01.10

++Content

++ Introduction 1

++ Reactions 2

++ Time Fraction 2

++ Armor Types 3

++ Genestealer Special Rules 4

++ Chaos Special Rules 4

++ Space Marines Special Rules 5

++ Eldar Special Rules 5

++ Multiplayer Special Rules 5

++ Introduction

The present rules allow the usage of di !erent armors and weapons and thus di !erent forces with ranged attacks. The key principle remains simplicity. While Space Hulk is a very simple game, ranged combat with di !erent forces would make table cross- referencing necessary, which slows the game significantly. Another disadvantage is the innate randomness of ranged combat. This randomness is prevented by splitting an ef- fective ranged attack into two necessary successful attacks, while the first attack action may be reacted at with CPs or special Retreat-Reactions, which we will explain in this house rules. With the following rules it is possible to react to ranged combat and pre- vent the participants to be at the mercy of some dice rolls, changing ranged battles into tactical situations. Along with the new rules there are also stats from earlier Space Hulk supplements and the Space Hulk Bible that converted for use with 3rd edition Space Hulk and presented here.

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++ Multiplayer Core Rules

++ Reactions

Reactions are a vital aspect of the core rules of Space Hulk. They allow interactions be- tween di !erent forces in the same time fraction. They are also a basis of ranged fire rules and will be extended in these house rules. Using the standard Space Hulk Rules it is possible to react at a witnessed enemy action outside of the witnessing units turns with 1. overwatch (OW) fire 2. and additionally: the usage of Command Points (CPs) for one per witnessing force. This unit must not have used Overwatch fire in the same reaction, as any reacting unit may only react with one action.

We will now introduce two rules to allow other options to reactions. Awareness of being shot at: Units who are being shot at are always aware of this. They need not to see the enemy and need not to be hit. In ranged combat a unit under fire is always treated as if it would see the attacker and thus witnesses an enemy action. The same unit or any other unit may react by spending a CP. It may not fire towards the en- emy in Overwatch if it is facing in his direction. In this case Line of Sight (LOS) is not Line of Fire (LOF). Retreat: Any unit which is being shot at may react to this by retreating, if it’s out of its turn. Without spending CPs or APs, it may take one action to turn or move away from the enemy firing at it. If it retreats and is able to leave the LOS of the shooting enemy then it must do so. A retreating unit may not act in another way, neither by shooting in Over- watch nor by any other action through the usage of CP. It may not move and fire or turn and fire. As a retreating unit must have been shot at, it is always aware of the enemy ac- tion as if it would witness it, so that any other unit of its force may spent CPs to perform one action. This is similar to close combat, in which an attacked unit may not see the attacker but may react at the attack and turn towards the attacker.

So we add a 3rd rule:

3. If the witnessing of an enemy action is the special case of an enemy shooting at a unit, it may retreat instead of firing in overwatch.

If several forces are present, it would be possible to trigger a reaction-chain: reacting to

enemy forces who are themselves reacting to an other enemy’s actions. All reactions happen in the same time. We will call this fraction of time in which these actions will happen an Action Phase Time Fraction (TF).

++ Time Fraction

A Time Fraction is defined as a frame for a coordinated or simultaneous unfolding of ac-

tions in the action phase. It encompasses several units performing one action:

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1. at most one activated unit of the current player, which is performing one action by spending APs.

2. at most one deactivated unit of the current player, which is performing one action or reaction by spending CPs. This unit must be di !erent than the one performing one action by spending APs. It could have spent APs before or may spend them after the currently activated unit.

3. several enemy units who are reacting to one of the current player’s units, either by shooting in OW, retreating or spending CPs.

4. several enemy units who are reacting to reacting units, who are enemies of them, ei- ther by shooting in OW, retreating or spending CPs.

++ Armor Types

Ranged combat is a problem for the gaming system of Space Hulk. One way was to cre- ate a table for each weapon and each possible target type to determine the kill value, which was the approach of the first edition of Space Hulk. (You could consequently de- fine a table for each unit type, as in Warhammer 40 K every unit type has a distinct weapon usage skill, so that Imperial Guards are less e !ective with a Bolter than Space Marines.) The drawback of this approach is that it contradicts the spirit of simplicity, which defines the Space Hulk experience as a fast paced game, and permits the usage of a time limit. Another way would be to use the Stealer kill values for weapons. This solu- tion objects to the background of the setting and it makes ranged combat a rather ran- dom or statistical issue. There are other possibilites, like introducing health points, save rolls and so on, but all have their disadvantages, the greatest of this: ranged combat wouldn’t be a very tactical situation. The following house rules try to overcome this limi- tation while being easy to understand and to handle.

We will introduce di !erent armor types. (A skill factor for units will be neglected, the armor and weapons a unit wears indicate its skills and experience.) Armor defines how long or often the wearer may ignore a single hit. An armor that is able to resist one hit in a distict time period must be hit 2 times in this time period fail to save its wearer. That’s it. If we refer to the Warhammer 40 K armor types, we get a list of armor types:

Flak and Ork body armor (6+ and 5+, Stealer armor): killed with one hit. 1 Carapace Armor (4+): This type of armor is able to resist one hit per game. Power Armor (3+): This type of armor is able to resist one hit per round. Terminator Armor (Tactical Dreadnought Armor) (2+/5+): may resist 1 hit every two Ac- tion Phase Time Fractions or in other words, two hits must be landed directly after each other to kill the wearer.

1 They are put together in one category because there are few weapons which penetrate 6+ armor but not 5+ armor.

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++ Genestealer Special Rules

Using the following rules, the Genestealers would have 2 options to win the game. Cult Units:

The Stealer player may use Hybrids or cultists in the game, defending them with Stealers while they try to achieve the mission objective. He may convert the 2-sized-Blips to one Hybrid each, to be able to win the scenario with them. Stealer Waves:

The Stealer player gets 1 Blip per round and attacks in waves. A wave consist of one Blip stack. If the stack is over, a new stack may be created until no blips and Stealer on the map remain (Hybrids don’t count, but Hybrid Blips do. They must be converted first be- fore the next wave may begin). In this case the Stealer player would have to kill every- body to win. Stealer Blip Special Rules:

Ambush Counters: Ambush counters are allowed for Stealer forces. One Ambush Blip may be placed at the end of a Stealer turn and must be at least 6 squares away from any enemy unit. There may be not more than 2 Ambush Counters in the game at any time. Ambush Counters may be converted by entering LOS. Roll a dice, on a 5+ it contains one Stealer that may move with the remaining APs. An Ambush Blip may not be used with Anomaly Counters. Anomaly Counter: The use of this counter must be announced by the Stealer before he draws his Blips and the counter must be assigned to one Blip before the Stealer player examines its size. Upon conversion it will be rolled. 1-3: no units. 4-6: double units than indicated. You could create several counters of this kind with this information marked at the side below. Only one scanner anomaly counter may be used per round and a maximum of 6 per Blip stack (wave). Discard used Counters to keep clear how many anomalies occured in the current wave. Anomaly Counters may not be used with an Ambush Blip.

++ Chaos Special Rules

Demonic Incursion Chaos Marines would be able to summon demons, similar to their ability in Warhammer 40 k. Demons and Demon Blips have the same stats like Stealers and Stealer Blips and may not use CPs. (I calculated it with Warhammer 40k stats. While WH40k Terminators and Stealers are very di !erent to their Space Hulk counterparts - for example 40k Ter- minators are comparable in close combat with basic Stealers, if Stealers would not beat at first. But shooting at a demonette with a Storm Bolter has comparable chances of be- ing succesful to shooting at a Stealer.) Your chaos force consists of a normal Squad or a Squad without heavy weapon and special weapon Marines and being able to summon demons. The chaos force is able to summon half of the blips than the Stealer may use per round. If the Stealer player is allowed one, the chaos player throws a dice and gets one Blip per round on a 4+.

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If you convert regular missions, then the Chaos Terminators may start at former Stealer

Entry areas. They begin their turn with generating their command points and summon- ing their blips. Zero Blips block LOS, even to the chaos forces - just imagine them to be instable demons, who disappear at conversion. Broodlord indicates a special demon herald, summoned demon prince or greater demon.

++ Space Marines Special Rules

One Squad. 7 Marines, one Sergeant, one special weapon Marine with a flamer and one heavy weapon Marine with a missile launcher. Space Marines may move and turn 90° for the costs of the move action. Other weapons should be balanced along the given e !ec- tiveness, this means, a power armor Marine Squad’s special weapon and heavy weapon together should be of a similar e !ectiveness of a terminator’s heavy weapon and if you introduce other weapons they should be comparable to the flamer and missile launcher.

Terminus: use 2 AP to kill himself in close combat with a grenade, and hit the enemy on

a 3+. Counts as ranged attack and may be deflected by the special armor rules.

Flamer: like heavy flamer, kills on a 4+, costs 1 AP to fire and may move and fire. Missile Launcher: 10 missiles ammunition, hits a section with values like a flamer but kills with 2+ on the targeted square.

++ Multiplayer Special Rules

Starting Forces as Blips Try giving each force Blips (not as reinforcement units but to hide the number and posi-

tion of their starting units), just use a small paper for it or create a more elaborate one. Each force gets the same amount of Blips and may associate 1-3 units to one Blip. For other forces than stealer (or stealer-equivalents like chaos demons) Blips would have a direction and move like the standard unit of the force. If there are too di !erent move- ment units in a force use specially marked Blips to indicate that it has other movement rules. Blip conversion works as usual. Each player should prepare Cards for each Blip key with the information which unit is assigned to it, so that he can prove the correct con- version to his enemies. After handing out the Blips, a dice is rolled to mark the code number for a zero blip. Zero Blips may use any number of APs. Scenario Design It is possible to play multiplayer scenarios with the rules mentioned before. The more forces are entering the map, the bigger it should be. Use maps that fit the needs of all forces. Imperial Guard and Space Marines in Power Armor favor long corridors, but gen- erally highly connected map parts or rooms are also required to enable tactical move- ment decision, regrouping options and close assault chargings. Good maps would be mission 3: rescue, mission 6: alarm call, mission 9: regroup and mission 11: unknown lifeforms. Just use the remaining tiles to enlarge the maps or connect them more.

It is also necessary to give every force a strong motivation to advance, otherwise a very

defensive style and stalward situations would be encouraged. A good idea would be to obtain an object at first or reach a special location at first to win.

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Give every force a standard squad. Special and Heavy Weapon rules can be obtained

from 1st edition sources. Use the Stealer kill value as default hit value and try to simpli- fiy the rules. For example, use one fire mode instead of two. It is generally a good idea to keep the weapons balanced at least in such a way that using other special or heavy weapon wouldn’t be pointless. I would strongly suggest to make non-standard-unit types of weapons in every force relying on ammo. Template e !ect weapons with persis- tent e !ect would get less ammo than template weapons and square targeting weapons should get most or probably a reload. Space Marines in Power Armor would form squads of ten units, one heavy weapon ma- rine, one special marine and one sergeant. Mission Objectives Recon: Objective markers must be placed before the game and hold. The player holding the most objectives after 3d6 turns wins. All players agree on starting locations. Then each player places one marker. One additional marker must be placed. Markers have to be 12 squares away from entry areas, start locations and each other. After placement the starting locations will be cho- sen in reverse order. To control a marker, you have to be not more than 3 squares away from it.

- One marker may be placed in the center of the map, the other in the

starting areas. A force may not capture its marker. Take and Hold: Each force puts one mission objective marker in its starting area. If a force defends its marker and captures an enemy marker it wins. Optionally a number of rounds or the end of the game may be determined randomly. In the 2nd case, roll 1d6 after each round, on a 1 the game is

ended. If there is no winning player, the game continues until a 1 is rolled again. RPG: Every Room holds an encounter. The player to the left, or a monster player may control the uncovered monster units. The player with the most kills wins.

- the Stealer player has one blip stack and gets two blips per round, 44

Stealers. The player with the most kills wins at the point when no one may outscore him. Retrieve: An object and exit area will be defined. A player wins if he takes the object out of the map. The stealer player wins if he kills all enemy leaders. Optionally, every player may bring the object out of his entry area. Variable Mission Campaign:

3 Squads must be selected. Casualties will be tracked and can’t be regained. A squad used in the last mission can’t be used in the ongoing. The type of the next mission is determined randomly. The first force who leads with 2 wins ends the campaign and wins.