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These modifications aren't required to have fun playing Kill
Team, and they aren't "official"
in any way. We playtested these rules a few times,
but you'll probably run into some issues that you'll have
to resolve on the fly with your opponent. The moral of the
story: these mods are here so you can have even more fun with
the cool Kill Team rules, have another way to play with these
awesome new plastic models, and have a silly-yet-nostalgic
chance to get a taste of the Space Hulk of old.
Note that even though we're trying to get close to Space
Hulk, the basics of Kill Team still prevail. These modifications
don't change the fact that you're still going to be playing
40K – you'll still have the Movement, Shooting, and
Assault Phases...except for a few things.
Leadership tests, morale checks,
consolidation, sweeping advances, falling back, and the like
do not apply under these advanced modifications. A Kill Team
game within the confines of a Hulk map would be too complicated
with these psychological rules in effect to keep the game
moving like the Space Hulk of old. For an added challenge,
however, feel free to re-introduce these rules after you've
played a few games without them.

A Terminator Kill Team that has been assigned Space Hulk duty
is a fearsome combat force indeed. The Team has trained for
decades on the intricacies of fighting in this dangerous environment,
especially the value of sustained fire. These highly trained
Terminators benefit from a BS of 5. Furthermore, 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.
The Terminators'
heavy flamer uses the 40K Flame Template as normal and can
only shoot once per turn (unlike the storm bolters above).
However, since a Space Hulk is wrought with fuel canisters,
power conduits, and other incendiaries, a heavy flamer 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.
On a Space Hulk, Genestealers can crawl through air ducts,
climb on ceilings and walls, and scuttle under deck plates.
Because of this three-dimensional agility, Genestealers are
assumed to always benefit from a 5+ cover save.
| Blips represent
readings on the Space Marines' scanners. However, the
structure of a Space Hulk distorts the scanners, so a
blip can indicate zero to six Genestealers – only
the Tyranid player knows how many models it represents.
Until a Space Marine model has line-of-sight on a blip,
it remains an unknown blip marker. Once a Space Marine
has line-of-sight, the Tyranid player is forced to flip
it over and reveal the number of brute squads it represents:
zero, one, or two. The Tyranid player may voluntarily
flip over a blip marker that is beyond the view of the
Terminators at the beginning of the Tyranid turn. Blips
move just like Genestealers (they get Fleet of Claw).
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 3" before being forced
to convert by a Terminator; the resulting two Genestealers
may move another 3" each this Movement Phase). Make
blip markers from 25-mm round bases or some other equivalent
you have on hand. 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. |

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In a normal game of Kill Team, the brute squad player sets
up his sentries near the mission objective area. Instead,
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 6" 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.
Your standard Kill Team mission features a group of stealthy
special ops troops trying to sneak in and take out an objective.
A Kill Team on a Space Hulk is a different beast altogether
– their goal is to exterminate, not to sneak. Thus,
a Terminator Kill Team sacrifices stealth for armour and fire
power. Unfortunately, this lack of stealth means that the
Genestealer brute squads are aware of the Terminators the
second their armoured boots hit the first deck plate. Consider
all brute squads active and aware from the start of each mission.
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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 2" unit coherency. However, being highly
trained Space Hulk veterans, the Terminators are free
to break unit coherency after deployment. The Genestealers
are also free to break unit coherency, but any Genestealers
within 4" of each other are automatically considered
a brood for shooting and assault purposes. |
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 2"
of movement rather than 1" since it takes time to open
the door. For example, if a Terminator is 3" from a door,
he can move 5" from his current position through the
door rather than his normal 6". 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.
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 or better and can use multiple
shots as described 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 the Terminator).

One of the other
fun features of the old Space Hulk was the ability
of Terminators to go into "overwatch" mode. Overwatch
allows Terminators to shoot during the Genestealer Movement
Phase, in effect interrupting the Tyranid player's turn. 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 for the rest of
that turn, and it can move only 3" 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 1" of
this visible movement. For example, if a Genestealer is 28"
away from an overwatch Terminator and moves 6" closer
down an open corridor, the Terminator gets two shots at the
Genestealer (28" - 6" = 22" away, 2" of
that movement were within 24" range). For another example,
if a Genestealer moves 6" to cross a 2"-wide corridor
that's 10" away from the Terminator, the Terminator gets
two shots since it could only see 2" of the 6" movement.
Ignore the Assault 2 specification of the storm bolter while
in overwatch – it gets as many single shots as the number
of inches of visible movement within its 24" range. Since
the Terminator is sweeping the area with fire, it gets 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.
Since a Terminator on overwatch is cranking out so much fire,
even the well-cared-for storm bolter can overheat and jam.
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 that Terminator cannot fire that turn. Roll each
overwatch shot separately so you know when the jam occurs.
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For those of you who are really pining away for the
Space Hulk of yore, you can use the optional
rule below to really travel back in time. Just make
sure you and your opponent are in agreement on these
rules before the game starts – no one likes to
see a fight where people hurl dice at each other.
The 1st Edition
of Space Hulk required the Space Marine player
to make all of his command decisions within a short
period of time. A lot of things have changed between
that game and today's 40K. However, you can still add
this suspenseful element to this particular Kill Team
rendition. 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. Just
make sure there is plenty of mocking involved either
way. |
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