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Old February 2nd, 2013, 05:51 PM
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Space Hulk: Heroscape Style.

Updates:
The rules have been rewritten (to a point) to fit better with Heroscape. Instead of Action Points, there is Order Markers. Each Marine is it's own individual hero. Look down a bit too see the cards created by Confred (Thanks!) He also was the first to playtest it, and showed that order markers would work fine.


Space Hulk is a Warhammer 40k specialist game. One not supported anymore. It has quite a few unique rules that make things interesting. I thought it would be great to try and convert the rules for it to Heroscape. I have been able to test them, but not much as it is pretty useless to play against yourself. Therefore, I how a large debt to Confred , who has played it many a times, and can make cards! I can't. If anything confuses you, ask! I will try to clear things up and make an edit to the rules. any suggestion towards a more balanced game or anything is quite welcome! I would recommend reading the whole rules, as stuff mentioned in the beginning will be explained later. Here is what I have so far.

The Beginning: This is meant to be played with 2 players. If anything is not covered in these rules, refer to Heroscape rules. The board should be set up on a medium sized map, with plenty of corridors and hallways, with small rooms. This is most easily accomplished by using RotV sets. Each player picks a side: Space Marine or Genestealers. The Space Marine players get four space marines, one with a Flamer. They begin in the start zone. The Genestealers. They spawn on Entry Points as blips. They can do so on all open entry points at the beginning of their turn. If the Genestealers runs out of blips, they may spawn one per turn. The game ends when the Space Marines complete the objectives, or they are all killed by Genestealers.

Tight Corridors: These are water spaces. Their used to represent a incredible narrow path where a Space Marine in their bulky armor would have to wedge their way through. Use normal water rules, except that you do not count spaces when moving out of water.

Blips: A Space Marine cannot fight what he cannot see, therefore he has a radar. Unfortunately, it’s not the best. Therefore, any signs of life are only represented as a blip. A small spot. Unless a Genestealer is in a Space Marines LoS, they are represented by a blip. When a blip enters a
Space Marine LoS, it is then “converted” to Genestealers. The player controlling the Genestealers decides how many Genestealers it converts to. The player can place 1-6 Genestealer on and on the spaces around the blip. (You then remove the Blip.) if the Player wants too, he may convert the Genestealers himself, out of LoS. This must be done before he moves his blips.

Entry Points: Entry Points are Grass Hexs. They don’t anything asides from showing the space that a Genestealer can spawn on.


Stats:












The Exceptions to the Rules: As you (hopefully) know, Heroscape has a whole set of rules. if not detailed in the above rules, use the Heroscape rules. However there are exceptions:

You do not count height when stepping out of water.

(More may be added)

Scenario #1: Close Call

If all else fails, duck. While as a defensive stratagem it is unreliable, but it is incredibly reassuring for a moment or two.

The Space Marine meets up with much more of the Genestealers than expected. He rushes back towards the way he came, hoping to escape and return with more firepower.




Objectives: The Space Marines wins if he can get to the green zone. The Genestealers win if they kill the Space Marine.

Setup: The Space marine player gets the Exterminata Squad Marine. Genestealers get 2, they each start on the red spaces.

The Space Marine goes first, after that, roll for it at the end of rounds as usual. After the Genestealers take a turn, they may place two more Genestealers on the grass spaces.


Scenario #2: Shadow and Flame

The time to use a knife to remove this cancer is long gone. Bring forth the torch. - Exarch Quaillindrall

The Space Marine finds the Flamer, but is separated from him when the Genestealers attack. They must survive until back up arrives!



Setup: The Space Marines player gets a Exterminata Squad Marine and a Exterminata Squad Sentry. The Genestealers get 3 Squads of Genestealers. They spawn on the grass spaces. If the Genestealers run out of figures, they may spawn one blip per round. The Flamer starts on the light blue zone, and the Squad Marine starts on the dark blue zone.

Objectives: The Space Marines need to survive till round 3. The Genestealers need to kill the Space Marines.



Scenario #3: Watch You Back

The Marines gain another squad figure. They are almost at full strength!



Setup: The Space Marines get a Exterminata Squad Marine, Exterminata Squad Flamer, Exterminata Squad Sentry. The Tyranid Player gets two squads of Genestealers, and 1 squad of Hormaguants.

Objectives: The Space Marines must hold the Glyph for at least 2 turns.

Scenario #4: Exterminatus (Coming Soon)

Dis ain't no stinkin' scrap against puny gits dat run an hide behind walls when the fight when da killin starts. Dis is a proper scrap. - Warboss Skarfang

The Marines are out in full force. Can the might of the Extermanatus Squad be stopped by the hordes of Tyranid?

http://i.imgur.com/c4jxYcM.png

Setup: The Space Marine player gets one Exterminata Squad Captain, one, Exterminata Squad Flamer, one, Exterminata Squad Marine, and one Exterminata Squad Sentry. The Genestealers get one Genestealer Broodlord, 2 Squads of Genestealers, and 2 Squads of Hormaguants.

Objectives: Exterminatus! Cleanse the infection! Fight to the death!


Scenario #5: The Broodlord (Coming Soon)

We go were we wilt. We slay who we wilt. Let the Emperor judge the righteousness of our deeds. - Sergeant D'Kestrel

Long have the Marines fought this menace. There must be a leader, it must be killed.

Scenario #6: The Hive (Coming Soon)

Follow me if I advance. Kill me if I advance. Avenge me if I die. -Warmaster Solon

The Space Marines have fought their way to the heart of the swarm. Now, they have found IT, the nameless abomination that makes a mockery of all we know and hold dear. The Marines are in the heart of the swarm. Can they prevail?

Last edited by orgsbane; April 8th, 2013 at 11:11 AM.
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Old February 2nd, 2013, 06:50 PM
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Re: Space Hulk: Heroscape Style.

Looks good! I'm a little confused on the differences between 'Command points' and 'Action points'. Are they used for different things? I'm assuming that the board should be flat with no changes in elevation and big walls everywhere, but I might be picturing it wrong. Otherwise it looks pretty fun
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Old February 2nd, 2013, 07:22 PM
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Re: Space Hulk: Heroscape Style.

The Command Points a extra action points. And also you can use them during the Genestealers turn, unlike normal action points. Basically, its the Space Marines tech advantage.

And for the battlefield, you are absolutely right!It is supposed to be like the inside of a Space Hulk; a massive, drifting and more than slightly damages space ship. So you want cramped corridors and long hallways. Here is some images to get you started:

http://www.google.com/imgres?hl=en&n...iw=910&bih=454

http://www.google.com/imgres?hl=en&n...iw=910&bih=454

http://www.google.com/imgres?hl=en&n...iw=910&bih=454

http://www.google.com/imgres?hl=en&n...iw=910&bih=454

And thanks!
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Old February 2nd, 2013, 08:10 PM
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Re: Space Hulk: Heroscape Style.

I would suggest doing the base attack of 2 with a Storm Bolter 2 power that kicks it up to 2 for ranges greater than 1. Basically a reverse Agent Carr. Either that or have a base attack/range being 2/1 with a Storm Bolter Special Attack that is 4/6. Another alternative would be to make every Space Marine have the same base stats, and then have weapon cards/glyphs that grant special attacks.
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Old February 2nd, 2013, 08:16 PM
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Re: Space Hulk: Heroscape Style.

I thought for about 10 minutes straight trying to figure out how to represent a Space Marines weakness when engaged. Now that you said it, it is blindly obvious. Thanks!
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Old February 2nd, 2013, 09:18 PM
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Re: Space Hulk: Heroscape Style.

I personally don't think that Space Marines should have 1 range. The bolter is standard and thus, so should range be. Perhaps a close combat ability would be suitable, but not a ranged special attack.

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Old February 2nd, 2013, 09:32 PM
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Re: Space Hulk: Heroscape Style.

Quote:
Originally Posted by cwidje View Post
I personally don't think that Space Marines should have 1 range. The bolter is standard and thus, so should range be. Perhaps a close combat ability would be suitable, but not a ranged special attack.
I kinda agree agree with you there, but in Heroscape, the only real distincion between a Special and regular attack is how you use them, and also the fact you can only use once per turn. I think it doesn't matter too much in this type of game, as you can use both. I just wanted it to look good on an actual card if I make one.
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Old February 2nd, 2013, 09:39 PM
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Re: Space Hulk: Heroscape Style.

As a fellow 40k fan, I know that the Emperor's finest are always willing to ram their bolters into the flesh of the unworthy. With or without pulling the trigger.

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Old February 2nd, 2013, 09:45 PM
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Re: Space Hulk: Heroscape Style.

Quote:
Originally Posted by cwidje View Post
As a fellow 40k fan, I know that the Emperor's finest are always willing to ram their bolters into the flesh of the unworthy. With or without pulling the trigger.
Haha, of course But in Space Hulk, the Space Marines are at a massive disadvantage up close, so that's why they cannot shoot up close, because the attack would just be too high. So they waste em from range using Overwatch
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Old February 3rd, 2013, 02:05 AM
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Re: Space Hulk: Heroscape Style.

Quote:
Originally Posted by cwidje View Post
I personally don't think that Space Marines should have 1 range. The bolter is standard and thus, so should range be. Perhaps a close combat ability would be suitable, but not a ranged special attack.
I say it mostly because the standard for Heroscape is to have a special that positively modifies the base. Powerfist -2 doesn't have that same ring to it.

Quote:
Originally Posted by orgsbane View Post
I kinda agree agree with you there, but in Heroscape, the only real distincion between a Special and regular attack is how you use them, and also the fact you can only use once per turn. I think it doesn't matter too much in this type of game, as you can use both. I just wanted it to look good on an actual card if I make one.
Mechanically there are differences between regular and special attacks. That is something to take into consideration if you want to use these alongside regular Heroscape. Specials don't get modifiers, but they aren't always protected against by powers like Tough and Thorian Speed. Another thing to think about when mixing is negation. When the guy is negated, how do you want the lost powers to affect him. Having the strong base and the melee penalty power, the Space Marine wants to get negated.

Last edited by Agent Minivann; February 3rd, 2013 at 02:12 AM.
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Old February 3rd, 2013, 09:41 AM
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Re: Space Hulk: Heroscape Style.

What that guy said ^^^
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Old February 4th, 2013, 04:30 PM
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Re: Space Hulk: Heroscape Style.

Soooo. Has anybody play tested yet?
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