SPACE HULK :BLOOD IN THE STARS RULES PACK
By Adam Whitehttp://spacehulkmissions.blogspot.com
 
Greetings to all and sundry! The following rules pack is intended to be used alongside the upcoming Blood in the Stars campaign and for all of the upcoming quick missions that involve using Khornate daemons.I
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ve had a blast writing and playtesting these rules, and the months it has taken to make them both balanced and usable have been more a pleasure than a chore. I hope you enjoy using them as much as I
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ve enjoyed writing them. It should be noted that the rules for using Grey Knights and Daemons increase the complexity of the game somewhat, but only in an enjoyable way. I have made it my mission to make the small rules changes as painless and identifiable with the current rules as possible. No sweeping changes exist herein. Everything is an addition to the existing system as opposed to a rules nerf.Right, all the promises out of the way, let
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s get while the getting is good.Adam White
 
USING GREY KNIGHTS
Grey Knights kick ass. It is a fact of life. Where normal Terminators are the elite arm of the Space Marines, carrying all the best equipment, Grey Knight Terminators are the elite arm of a more ass kicking variety of Space Marine, who have even better equipment than your normal garden variety Ultramarine/Blood Angel/Sparrow Hawk Legion, all of which is geared towards the awesome role of blowing Daemons up.How does this impact your average game of Space Hulk? Quite a lot. Your typical Grey Knight Terminator Squad, with all the lovely upgrades that follow, breezes through the 12 missions in the normal Space Hulk 3rd Edition Mission Book (I know, I
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ve done it during Playtesting.) At first, I tried weakening them down. That sucked. It was uncharacterful and boring. Then I decided to give them something more threatening than a pansy Hulk full of Genestealers and suddenly Grey Knights were awesome.Anyway here are the (at first) frankly shocking rules for using Grey Knights. Don
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t worry, when you see what you
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re going up against, all that surprise will turn around and you
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ll be back to feeling even more hard done by as you did when you first played Space Hulk as the Blood Angels.
GREY KNIGHTS STANDARD RULESCombat Experts:
All Grey Knights use 2 dice in combat as standard.
Justicar:
 Like a normal squad sergeant, a Justicar allows you to reroll the CP dice every turn and has a +1 close combat bonus. He is also a talented Psyker (although not the equal of a Librarian.) As such, he can use the squad's psi-point pool to use the following psychic powers in the same way as a librarian does (i.e. only one psychic power per Grey Knight turn, use of a psychic power does not cost any action points and the powers may be used at any point during the Grey Knight turn.)
Warp TimePresciencePsychic StormWarp Time:
 
This psychic power may only be used by a Grey Knights Justicar. Place the Warp Time Counter on a target board section within 12 squares. Warp Time affects all the models within the target board section and remains in play for the rest of the turn. The points cost for any action on the board section is doubled, including when models are moving onto or off of the affected board section. Grey Knight models affected by Warp Time cannot go into overwatch, their reactions are just not fast enough.
 
This power costs the Grey Knight Justicar 3 Psi Points from the squad
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s Psi Point pool.
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