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For the following Space Hulk Kill Team missions, we
borrowed the maps from the 2nd Edition Space Hulk Mission
Book (thanks to the GW staffers who made them originally).
You have several options on how you can to re-create these
maps on your tabletop. Perhaps
the simplest option is to download
the correct number of tiles from this page and either
fix them to cardstock or pin them down to a large sheet of
cardboard. The other option is to draw out the map grids on
a sheet of paper (you'll need a 48"x48" sheet for
most of the maps). Lastly, if you feel really ambitious, you
can build 3D board sections.
The old Space
Hulk tiles were made for 25-mm bases, but we modified
our tiles for the new Terminators' 40-mm bases. You would
think increasing the size of the squares would have an impact
on movement, but it actually works out just fine under the
40K rules.
In the old Space Hulk game, Terminators could only
move 4 squares, and Genestealers could move 6. We didn't want
to fuss with square-based movement in these modifications,
as they required a lot of rules that eliminated the dynamic
movement of 40K. Instead, we soon discovered that with the
1.5" squares, when you move a Terminator its normal 6",
it only covers 4 squares. For the Genestealers, chances are
good that they can move 6 squares or more with their Fleet
of Claw special rule. Thus, even though the squares are
bigger, and the 40K-based movement pretty much ignores the
squares, you still get the about the same movement ratio as
you did in the old Space Hulk. Hmm...Mr. T was right
about staying in school.
Part of the
fun of the old Space Hulk game was the strategy involved
in opening and closing doors on each mission. They blocked
line-of-sight and slowed down movement of both sides –
properties that could work both for and against you. Make
sure you place them in the centre of the designated board
square. This task will be easier if you mount the door markers
on 40-mm bases.
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