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Feel free to create your own Kill Team missions based on
these advanced Space Hulk modifications. Below, you'll
find a few guidelines that will help you generate these missions.
Don't feel compelled to follow these ideas precisely –
just use them as a launching point for your gaming fun.

Though the old board maps from Space Hulk are fun,
you don't have to stick with them. Just imagine a rusted
out,
Tyranid infested space ship and go from there. 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. If you want to make a modular board,
check out this page of the
article.
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This aspect is the tricky part. In the Kill Team rules,
on average, the brutes get 202 points to spend on squads
to the Kill Team's 160. That ratio reflects the fact
that the Kill Team is always outnumbered during its
dangerous missions. With the Space Hulk modifications
in this article, the Terminator Kill Team is even more
outnumbered.
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Based on the penalties from the Kill Team rules, a standard
Terminator Squad breaks one immutable law and gives the brute
player a lot of extra points to spend on a boss. However,
the regular Space Hulk game didn't have any bosses
in the regular missions, so it didn't make sense for the Tyranids
to have one in the two missions in this article. Instead,
we make up for that by adding even more Genestealers to the
missions! Check out the chart below to see how we translated
the standard Termagant brute squads into Genestealers.
| Terminator Kill Team Roster |
Kill Team Cost |
# of Genestealer Brute Squads |
| 1 Terminator Sergeant with storm bolter
and power weapon, 4 Terminators with storm bolters and
power fists |
200 |
7 |
| 1 Terminator Sergeant with storm bolter
and power weapon, 1 Terminator with heavy flamer and power
fist, and 3 Terminators with storm bolters and power fists |
210 |
7 |
| 1 Terminator Sergeant with storm bolter
and power weapon, 1 Terminator with heavy flamer and power
fist, 1 Terminator with assault cannon and power fist
(breaks a second immutable law),
and 2 Terminators with storm bolters and power fists |
230 |
8 |
We needed the Genestealers rather than Termagants (the normal
Tyranid brutes) to make this more like Space Hulk –
plus, the Termagants wouldn't have much of a chance against
Terminator armour. With a little math, we figured out the equivalent
number of Genestealers. If you want to play games with two
Kill Teams, just double the number of brute squads from the
chart above. If you just want to play a regular game of Kill
Team between Terminators and Genestealers, then all you need
is the chart above.
Bringing in the Space Hulk blips left us with another
problem: how do you translate Kill Team brute squads into
an initial number of blips along with a blip generation rate
per turn? Check out the chart below.
| Genestealer Brute
Squads |
Blips at Start |
Blips Added per
Turn |
Blips
in Tyranid Pile |
| 7 |
2 |
1 |
3 "false alarm" blips, 5 "one-squad"
blips,
1 "two-squad" blip |
| 8 |
3 |
1 |
3 "false alarm" blips, 6 "one-squad"
blips,
1"two-squad" blip |
| 14 |
4 |
2 |
6 "false alarm" blips, 10 "one-squad"
blips,
2 "two-squad" blip |
| 16 |
5 |
2 |
6 "false alarm" blips, 12 "one-squad"
blips,
2 "two-squad" blip |
We didn't want to dilute the actual number of brute squads
that make it onto the board, but since the blips "regenerate,"
we didn't want to go too crazy, either. In general, we tried
to make sure that all the brute squads got on the board by
Turn 6. You will likely have to play your mission a few times
before you get the blip rates set correctly.
The
objective really makes or breaks your mission. Does the Kill
Team have to hold a room for a certain number of turns? Do
the Terminators have to fight their way across the board to
torch a room with their heavy flamer or activate some system
on the Space Hulk? Does the Kill Team have to recover an item
and carry it out of death's grasp? Does it have to kill a
certain number of Genestealers? The sky's the limit! Much
like the blip rates above, there's no really way to know how
an objective will affect your mission's gameplay until you
get in there and try it out.
Since we made these Space Hulk modifications under
the Kill Team system, you can add in elements from Kill Team
to make your games even more off-the-wall. Want to give the
Genestealers acid mine booby traps as a Specialized Kit? Want
to give the Terminators a prototype Auspex that lets them
force one blip per turn to convert? Hammer out a points cost
and go for it. Want to add a Brood Lord or a Lictor as the
Genestealer's Boss? With all the immutable and mutable laws
broken by the Terminator Kill Team, the Tyranid player easily
has enough points to spend on a Boss like these two. A Carnifex
might be a little over the line, but if you give the Terminators
something to offset the difference and find a way to fit a
Carnifex on the board, it just might work.

The golden rule from the Kill Team section in the 40K rulebook
still applies: you and your opponent need to cooperate to
have fun constructing missions like these. We strongly recommend
that you trade places and play the mission from both sides.
Keep tweaking the mission design until you're both satisfied
– change the map layout, the blip rates, and the objectives
until you find the right balance. You'll likely have fun along
the way, and in the end, you'll have a mission that you're
proud to share with your other gaming buddies.
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