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Kill Team Space Hulk

1. CHOOSE FORCES
Terminators. Select one of the three Terminator Kill Team rosters from
this chart:

Terminator Kill Team, Cost = No. of Brute Squads


A. 1 Termi Sgt with SBolter/ PWeapon, 4 Termi with SBolter/ PFist, 200
= 7x3 Stealers
B. 1 Termi Sgt with SBolter/ PWeapon, 1 Termi with HFlamer/ PFist, 3
with SBolter/ PFist, 210 = 7x3 Stealers
C. 1 Termi Sgt with SBolter/ PWeapon, 1 Termi with HFlamer/ PFist, 1
with ACannon/ PFist, 2 with SBolter/ PFist, 230 = 8x3

Genestealers. Genestealers will always have the standard rending claw


profile – no biomorphs or other enhancements. The brute squad player
gets the number of squads listed in the chart above based on what the
Space Marine player takes.

2. CHOOSE OBJECTIVE
See Missions.

3. CHOOSE STORYLINE
Optional.

Advanced Kill Team

Ignore Leadership, Morale, and Assault Aftermath: A Kill Team game


within the confines of a Hulk map would be too complicated with these
psychological rules in effect. For an added challenge, however, feel
free to re-introduce these rules after you've played a few games
without them.

Terminator Moving & Shooting: BS5 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.

Heavy Flamer: Uses the 40K Flame Template, can only shoot once per
turn, can cause a fire that remains in play throughout the subsequent
turn. The Space Marine player may designate a line across the width of
the template (the shorter of the two dimensions of the template) that
becomes Impassable Terrain for the next turn. You can represent this
line with a pencil or string or some other narrow line.

Genestealer Cover Save: Genestealers are assumed to always benefit


from a 5+ cover save.

Blips: The Tyranid player may voluntarily flip over a blip marker that
is beyond the view of Terminators at the beginning of the Tyranid
turn. Blips are Fleet. At least one Genestealer 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 Tyranid movement – reduce
the available movement distance for just-converted Genestealers by the
distance they moved as a blip (e.g., a blip moves 3in before being
forced to convert by a Terminator; the resulting two Genestealers may
move another 3in each this Movement Phase). Blips don't regenerate,
unless the mission says otherwise. Once all the blips in the mission
pile have been deployed, the Tyranids must move towards the enemy for
the rest of the game.

Genestealer Entry Areas: The Tyranid player places blips on the board
edge where the genestealer 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 Tyranid player's turn. However, if a Terminator model
is within 6in of a Genestealer Entry Area where the Tyranid 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: Consider all brute squads active and aware
from the start of each mission.

Unit Coherency: Both the Kill Team and the brute squads must deploy in
unit coherency. That means for blips, when they convert into a brute
squad (or two), those Genestealers must start out following 2in unit
coherency. However, Terminators are free to break unit coherency after
deployment. The Genestealers are also free to break unit coherency,
but any Genestealers within 4in of each other are automatically
considered a brood for shooting and assault purposes.

Doors: Doors block line-of-sight until opened. To open a door, a model


must move into base contact with or through the doorway, though this
costs 2in of movement rather than 1in since it takes time to open the
door. For example, if a Terminator is 3in from a door, he can move 5in
from his current position through the door rather than his normal 6in.
You can use Fleet of Claw to move through doors, but only if you have
enough movement distance available. Once a model moves through the
doorway in this fashion, move the door marker to the side to indicate
the door is now open. Treat opened doors like normal terrain – you can
move through at your normal movement rate. To close the door again, a
model must be in base contact with the doorway at the end of that
player's Movement Phase, and the player must declare that he is
closing the door. That model may not assault that turn while it closes
the door, but it can shoot as normal. At the end of that player's
turn, replace the door marker in the doorway – it is now closed.

Destroying Doors: A door may be destroyed whether it is closed or


opened, at which point it is considered to be opened permanently. A
Terminator can destroy a door by shooting at its location on the board
during the Shooting Phase, or by attacking the door's location during
the Assault Phase (the Terminator hits and destroys the door on a D6
roll of 4+ and can use multiple shots as above). Note that flamers
cannot damage doors, and they block flamer effects. A Genestealer or
blip may attack a door during its Assault Phase only (same d6 roll as
Terminator).

Overwatch: The Space Marine player must declare if a Terminator is


entering overwatch at the beginning of its Movement Phase, which means
that it cannot shoot or launch an assault and can move only 3in that
turn. Now, if a Genestealer moves at all within the range and line-of-
sight of the overwatch Terminator during the subsequent Tyranid turn,
the Terminator may shoot at that Genestealer. If you like, place an
overwatch marker next to the Terminator model(s) to remember that you
can shoot during the Tyranid turn.

To figure how many shots the Terminator gets, move the Genestealer
model as normal. Measure the total distance the Genestealer moved
within the range and line-of-sight of the Terminator – the Terminator
gets one actual shot per 1in of this visible movement. For example, if
a Genestealer is 28in away from an overwatch Terminator and moves 6in
closer down an open corridor, the Terminator gets two shots at the
Genestealer (22in away = 2in of movement within 24in range). For
another example, if a Genestealer moves 6in to cross a 2in wide
corridor 10in away from the Terminator, the Terminator gets two shots
since it could see 2in of the Stealer's 6in movement.

Ignore the SBolter's A2 spec while in overwatch. It gets as many shots


as the number of inches of visible movement within its 24in range.
Overwarch fire is at a -1 BS penalty. A Terminator is no longer in
overwatch when it moves again or participates in an assault. A
Terminator cannot fire through other Terminators while on overwatch. A
Terminator with a heavy flamer can go on overwatch, but it can only
fire once regardless of the visible movement distance.

Jams: Any to-hit roll of a 1 means the weapon has jammed and the
Terminator breaks overwatch and spends the rest of the subsequent
Space Marine turn clearing the jam – it may move and assault, but
cannot fire that turn. Roll each overwatch shot separately.

Timer: When the Space Marine player's Movement Phase begins, he has 45
seconds to move his forces. When that time expires, the Space Marine
player can no longer move his forces even if he hasn't moved all of
his units. Obviously, this limitation does not affect movements made
during the Assault Phase.

If you and your opponent want more or less of a challenge, feel free
to increase or decrease this time limit.

Missions

Mission 1: SUICIDE MISSION

- OVERVIEW -
As the blunt nose of the Chapter’s boarding craft smashed through the
steel skin of the Space Hulk, the Intolerance targeted the alien
vessel with a great burst of radiation. The flash of data was quickly
analyzed by the onboard computers to give the Imperial forces their
first detailed view of the inner layout of the Space Hulk. On the dark
green view-screens of the bridge, the skeletal passages and chambers
glowed with a ghostly white light. Commander Bellisario pointed to one
of the groups of glowing dots clustered around the outer levels of the
Hulk.
“These match up with the protuberances on the outside of the Hulk,” he
said. “They appear to be small boarding craft, perhaps escape pods. We
cannot risk any planet-side contamination – no Genestealers can be
allowed to escape. It is imperative that the pods are destroyed or
disabled before we launch our main attack.”

Within minutes, the next wave of data from the scanners had fleshed
out the three-dimensional floor plan of the Hulk. Wide-spectra
analysis revealed a fine red network of active power conduits, and,
more ominously, hundreds of blobs of cold blue – cryogenic chambers.

Computer analysis predicted that the escape pods were all linked to a
central control room situated well beyond the defensive perimeter, in
the center of several larger, cryogenic clusters. Any squad moving
into the area was unlikely to get out alive, but Commander Bellisario
ordered a squad to attack immediately. The Space Marines could afford
to delay no longer...

- WHO GOES FIRST, OBJECTIVES, AND MISSION MAP -

Who Goes First – The Space Marines move first in this mission.

Space Marine Objective – The Terminators win if they manage to fire


their heavy flamer so the template covers a part of the Launch Control
Room (this room is shaded red on the map below).

Tyranid Objective – The Genestealers win if they manage to kill the


Terminator with the heavy flamer.

- FORCES -

Space Marines – Squad Lanarte (one Terminator Sergeant with storm


bolter and power weapon, one Terminator with heavy flamer and power
fist, and three Terminators with storm bolters and power fists).
Deployed on the yellow-shaded section of the map as normal.

Tyranids – Deploy two Genestealer blips on the edge of the board next
to the Genestealer Entry Areas (marked with purple triangles on the
map) of your choice. After Turn 1, the Tyranid player deploys one more
blip per turn at the Genestealer Entry Area of his choice at the
beginning of his player turn.
Genestealer Brute Squads = 7, Blips at Start = 2, Blips Added per Turn
=1

Blips in Tyranid Pile = 3 "false alarm" blips, 5 "one-squad" blips, 1


"two-squad" blip

Mission 2: EXTERMINATE

- OVERVIEW -
Commander Bellisario paced across the bridge of the Intolerance to
where the Techmarines clustered round the view screen as they studied
the layout of the Space Hulk. The Space Marines had succeeded in
destroying the launch control room, but at the cost of an entire squad
of Terminators. Bellisario hadn’t been alive at the time of the Blood
Angels’ first encounter with a Space Hulk 600 years ago, when the 1st
Company had been virtually wiped out, but he felt the burden of their
loss reaching out to him across the centuries. Now, he hoped to avenge
their deaths and finally lay their souls to rest.

The ship’s layout had been analyzed, and the likely routes for an
alien advance had all been plotted. It was calculated that the first
enemy attacks would be delivered from a cryogenic cluster a kilometer
away from the landing area. Sealing a key junction along this route
should block the path. A squad of Space Marines had been sent to the
junction, 300 meters beyond the projected perimeter defenses. Here, it
was hoped that they could cover the beachhead area by slowing the rate
of enemy reinforcement.

- WHO GOES FIRST, OBJECTIVES, AND MISSION MAP -

Who Goes First – The Space Marines move first in this mission.

Space Marine Objective – The Terminators win if they kill 30


Genestealers before their Squad is destroyed.

Tyranid Objective – Genestealers win if they destroy the Terminator


Squad before it kills 30 Genestealers.

- FORCES -
Space Marines – Squad Cyrano (one Terminator Sergeant with storm
bolter and power weapon, one Terminator with heavy flamer and power
fist, and three Terminators with storm bolters and power fists).
Deploy Squad Cyrano's Terminators so they are dispersed, with no two
Space Marines in the same yellow-shaded room on the map above. The
Space Marine player gets to place the first Terminator facing in any
direction within one of the rooms. Then the Tyranid player gets to
place the next Terminator in another room (facing any direction).
Alternate placing Terminators in this manner until the Squad is
deployed.

Tyranids – There are no Genestealers deployed at the start of this


mission. Instead, the Tyranid player deploys two more blips per turn
at the Genestealer Entry Area of his choice at the beginning of his
turn.

Genestealer Brute Squads = 7, Blips at Start = 0, Blips Added per Turn


=2

Blips in Tyranid Pile = 3 "false alarm" blips, 5 "one-squad" blips, 1


"two-squad" blip

Space Hulk Kill Team Mission Generator

Maps & Terrain

You'll want a lot of terrain to create close confines. Create several


avenues to the objective, but make sure none of them make a bee line
there. Offer many areas for Genestealer entry so the Tyranid player
has plenty of options. Just keep in mind how far the Terminators have
to move to get to the objective area – too far and the Genestealers
will be able to pick them off at leisure, too close and the Tyranids
won't have a chance.

Forces

A. Genestealer Brute Squads = 7, Blips at Start = 2, Blips Added per


Turn = 1
Blips in Tyranid Pile = 3 "false alarm" blips, 5 "one-squad" blips, 1
"two-squad" blip
B. Genestealer Brute Squads = 8, Blips at Start = 3, Blips Added per
Turn = 1,
Blips in Tyranid Pile = 3 "false alarm" blips, 6 "one-squad" blips,
1"two-squad" blip

C. Genestealer Brute Squads = 14, Blips at Start = 4, Blips Added per


Turn = 2,
Blips in Tyranid Pile = 6 "false alarm" blips, 10 "one-squad" blips, 2
"two-squad" blip

D. Genestealer Brute Squads = 16, Blips at Start = 5, Blips Added per


Turn = 2,
Blips in Tyranid Pile = 6 "false alarm" blips, 12 "one-squad" blips, 2
"two-squad" blip

A&B vs up to 220pt SM, C&D vs up to 400pt SM.

+++

Trade places and play the mission from both sides.


Keep tweaking mission designs until you're satisfied.

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