Hello. Some of you may remember my Space Hulk Quest log started well over a year ago. Check it out here: http://www.warseer.com/forums/showth...ace-Hulk-Quest
Anyway, I always intended to expand it and create an advanced version. Now, I've done a lot of playtesting and created thousands of rules, scrapped most, and only have a few I've confirmed to keep. I'm still a long way to go before posting finished cards and rules up like I did before but I think I'm ready to have some help in the form of other playtesters and some valuable input.
Also, check out zerodemon's event card log to add extra cards to your own decks - please don't post variations of them here without his consent.
Anyway, the hardest task I've had is to create extra units and skills that can be incorporated along my own guidelines - use existing rules and mechanisms where possible, not too many new rules else you really will never use them, and don't allow the roster for your team to get too complex that you waste time checking your characters every single game turn!
The basics - First, most of the map generation and event cards remain in use from Space Hulk Quest - hence why I posted the link above. It may be worth having a read through the map cards, event cards and the rules page in that log if you have not done so before - Read the first post and it tells you where to find them all - they wouldn't all fit in the first page. This log will likely end up the same eventually - with all important information bein gathered here and replacing this text so check it from time to time. I will also create some essentially blank posts after this where I can gather all the relevent up to date information near the start of the log - so ignore them for now if need be.
Your team - In Advanced SHQ you don't start with basic Terminators every game, but rather play a form of campaign, using those models within your team. How it works: You need to select a commander - either a Captain, Librarian or Chaplain. They may have some options and special rules so you will need to check them out before deciding. In essence they should be Combat, Support and Command, in respect to their effect in your games. You also need to select 10 Terminators to make up your team, including 2 sergeants and a maximum of 2 heavy weapons. These will be your characters and can develop skills as the campaign progresses. As survival is easier in my Quest games as you can take things steady, you should manage to keep them alive longer, but the loss of one will be felt sorely. Not all missions will use all models.
Enemies - so far I have added some Orks and some Tyranids to allow different forces to be encountered on your space hulk - I aim to include Chaos later but not yet - you should select one enemy to form the enemy deck in all games of your campaign. Where possible I have kept things simple, dropped many options, and weakened the effectiveness of units in some cases all for balance. One note here on weapon options - not all are available - this is for balance, for example the carnifex does not yet include weapon options other than close combat (scything talons or crushing claws I guess) simply because it is so hard to kill, if it's shooting back it isn't any fun, and my aim in all this is to allow you to play a campaign, nurturing your unit through, rather than single games where you can lose everyone without worry.