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View Full Version : Space Hulk : Imperial Guard and Dark Eldar Teams



DorianGray
31-10-2009, 05:58
Space Hulk is a great game and I'm happy to own a copy.

However, I'm wondering you have to able to modify the game to let Imperial Guards in place of Dark Angel Terminators (which is more realistic anyway since these ships are manned by the Imperial Navy) and Dark Eldar Pirate Raiders in place of Genestealers (Boarding ships IS WHAT THEY DO AFTER ALL, hence the point of Dark Eldar)

Anyone thought of this? GW would make a load of money if they did an expansion to incorporate this (plus foster a bit of interest in Dark Eldar as well) but we all know that's not going to happen.

Any ideas?

Juggalo
31-10-2009, 06:25
I'm always happy to see new models become available, whatever the excuse or reason.

That said, one problem with using the Imperial Navy is that humdrum humans are kind of useless without their tanks, heavy weapons, and sheer overwhelming numbers. The typical naval officer or crewman is probably no match whatsoever against any kind of invading force, whether it's a genestealer outbreak or Eldar pirates. Maybe Stormtroopers, representing the ship's security force? Feasible, and I would love some new sculpts, but it would play quite similar to the terminators, except each individual model would be less powerful/interesting/unique/whatever.

DorianGray
31-10-2009, 06:46
Well think about it,

Imperial Guard troops defending against a Tyranid/Dark Eldar infestation getting completely over-run like a scene from Aliens inside a dark damp space hulk trying to prevent them from getting to the bridge... (hm, Star Trek First Contact works too)

Then triggering the self-destruct after realizing they broke thru the final defense perimeter... then everyone dies..

hm. Obviously there needs to be some way for the humans to win. lol

ctsteel
31-10-2009, 07:51
I'd actually suggest the reverse - have the imperial navy crew/security as the blips/'stealers' and have the dark eldar as the 'marines'. This covers the relatively small number of dark eldar that might infiltrate a ship they are raiding, pushing deeper into the corridors and rooms looking for control systems or officers to help them disable the ship or steal valuable plunder.

The crew of a ship would be everywhere, coming from all directions to look for invaders,
and this would perfectly suit the blip mechanic - the dark eldar would have an auspex type device that picks up life signs to help them hunt prey or avoid large groups of armed enemies.

The objects that come with the game represent important plunder or arcane artifacts that the DE are trying to steal. You could then modify the combat rules slightly to account for the change of roles - you wouldn't use genestealer combat rules for the guards but perhaps for the DE, so in essence the two roles are blended half and half. In short you'd have a perfectly serviceable Space Pirate game.

Lothlanathorian
31-10-2009, 07:58
Space Hulk is a great game and I'm happy to own a copy.

However, I'm wondering you have to able to modify the game to let Imperial Guards in place of Dark Angel Terminators (which is more realistic anyway since these ships are manned by the Imperial Navy) and Dark Eldar Pirate Raiders in place of Genestealers (Boarding ships IS WHAT THEY DO AFTER ALL, hence the point of Dark Eldar)

Anyone thought of this? GW would make a load of money if they did an expansion to incorporate this (plus foster a bit of interest in Dark Eldar as well) but we all know that's not going to happen.

Any ideas?


I like the DE/IG version. The one with the DE as the Marines makes more sense. Also, Space Hulks aren't crewed by the Imperial Navy. They aren't crewed. Well, unless they are crewed by Orks. And Space Marine Terminators are sent to investigate Hulks when they are found drifting so that anything on them can be cleansed and then anything worth salvaging can be salvaged. Terminators are designed to do this.

But yeah, I think a variation or expansion with some Dark Eldar, Imperial Navy or maybe even some Orks would be pretty sweet.

grissom2006
31-10-2009, 10:22
Space Hulk is a great game and I'm happy to own a copy.

However, I'm wondering you have to able to modify the game to let Imperial Guards in place of Dark Angel Terminators (which is more realistic anyway since these ships are manned by the Imperial Navy) and Dark Eldar Pirate Raiders in place of Genestealers (Boarding ships IS WHAT THEY DO AFTER ALL, hence the point of Dark Eldar)

Anyone thought of this? GW would make a load of money if they did an expansion to incorporate this (plus foster a bit of interest in Dark Eldar as well) but we all know that's not going to happen.

Any ideas?

You'll find rules for other races to be used in Space Hulk in their dozens all fan based some even based of old WD issues that had them. You'll Actually find a Space Hulk Forum here http://www.warseer.com/forums/forumdisplay.php?f=141 which you'll no doubt find your post getting moved to.

Mawchild
31-10-2009, 13:36
I personally think the best expansion for space hulk would be grey knights/daemons. Not only is this nice and fluffy. There would be no tampering with the basic game dynamic, you'd be swapping terminators for slightly more hardcore terminators and one close combat horde for another. It would also give GW an excuse to release some much need plastic GKs.

DorianGray
31-10-2009, 13:55
Why the hell would Daemons be in Space Hulks? They don't care about technological goodies and I don't think Daemons have means of space travel anyway. They just appear out of the warp.

Plastic Grey Knights are not going to happen until they release a Inquisition codex.

Dark Eldar Pirates and Imperial Navy/Guard make much more sense. Also I'm NOT limiting this to space hulks, I'm talking about DE raiding actual functioning ships and the Imperials having to fend them off.

Also Imperials going around Space Hulks do make sense because they are a billion times more common than Space Marine terminators, because on every imperial ship is crewed by these guys and if they happen to come across a interesting Space Hulk and they didn't have any terminators on hand (Which is probably 90% of the case) who are they gonna send?

The average imperial joe with his lasgun.

Ethriel
31-10-2009, 14:05
OKay, It's just that your OP didn't bring those points across.




Dark Eldar Pirates and Imperial Navy/Guard make much more sense. Also I'm NOT limiting this to space hulks, I'm talking about DE raiding actual functioning ships and the Imperials having to fend them off.

But then you'd have the DE as the Termies, and Guard as the Genestealers.



Also Imperials going around Space Hulks do make sense because they are a billion times more common than Space Marine terminators, because on every imperial ship is crewed by these guys and if they happen to come across a interesting Space Hulk and they didn't have any terminators on hand (Which is probably 90% of the case) who are they gonna send?

The average imperial joe with his lasgun.

While in this case you have the DE as the genestealers and the Guard as the Termies. Also AFAIK Dark Eldar are not usually found on Space Hulks, and their ships are too fast to be boarded by the Navy. Either the DE ship will be blown up, or it will run away no time for a boarding action.

Archangel_Ruined
31-10-2009, 14:07
The imperial navy have nothing to do with it, space hulks aren't under imperial control and terminators board from a chapters own vessels, which are manned by chapter serfs. If the imperial navy were sent to deal with hulks I think they'd destroy them through sustained fire rather than risk a boarding action to explore. I do think there should be a techmarine in terminator armour as part of the space hulk set though, I think that would make more sense than the librarian.

Bunnahabhain
31-10-2009, 14:22
Storm troopers have always had in, the background, space boarding actions, be it hulks, live ships, whatevere, as one of the things they do, as they're just beyond the capacity of normal Guardsmen/PDF. They have better training, better weapons, and most importantly of all in this context, they often have vacuum sealed armour.

They're not just an ordinary man with a lasgun, they're the best of the best you might reasonably find in system. Marines are, for most planets and most people, a legend your grandfather remembers seeing, not your omnipresent neighbours....

Mawchild
31-10-2009, 14:28
Since numerous refernces abound of space hulks appearing back in the materium after spending considerable time in the warp it makes perfect sense that some would contain some sort of demonic infestation/possession. In which case it becomes a job for GKs. And anything that allows for daemons to cross from the immaterium to the materium is reason enough for them to be aboard. Most space hulks are not one singular vessel but more of an amalgamation of several that have been fused and conjoined together within the warp. This provides an endless number of reasons for them being aboard, limited only by imagination.

Leftenant Gashrog
31-10-2009, 17:02
Why the hell would Daemons be in Space Hulks?

Space Hulk doesn't have to be limited to Space Hulks, at least two of the campaigns published in WD for 1st edition were set in Hive Cities.

DorianGray
01-11-2009, 01:43
Are Hive Cities where humans live? I always thought that was like those Zerg bases in Starcraft where in this case Tyranids brood in the millions. Probably because of the world "Hive"

Codsticker
01-11-2009, 06:34
There was a Citadel Journal, many years ago, that had rules for Imperial Guard in Space Hulk. I'll have to see if I can fid my copy....

Forgotmytea
01-11-2009, 08:39
But then you'd have the DE as the Termies, and Guard as the Genestealers.
Unless you went with a mostly (if not completely) mandrake force, which would then make sense rules-wise to keep the Guard as the terminators and the mandrakes as the 'stealers. Lots of fast, deadly combat monsters charging squishy Imperial troops, sounds right... :D

DeadlySquirrel
01-11-2009, 12:16
the idea of GK/Daemons sounds more plausible then IG/De.

Space hulk make warp-jumps around the galaxy, and without protection daemons could easily get into a spacehulk before gets back into normal space.

tsutek
01-11-2009, 14:05
There were rules for GK/traitor termies/power armoured marines/IG/eldar etc. for 1st edition of Space Hulk. Shouldn't be too hard to adapt those rules for the current ed.. Google is your friend.

HaunterV
19-12-2009, 02:21
Why the hell would Daemons be in Space Hulks? They don't care about technological goodies and I don't think Daemons have means of space travel anyway. They just appear out of the warp.

Space hulks drift in an out of the warp and can harbour anything from an ork infestation to Necron tombship to a full on tyranid hive ship to a chaos cult infestation, it's been known to happen.


Plastic Grey Knights are not going to happen until they release a Inquisition codex.

Dark Eldar Pirates and Imperial Navy/Guard make much more sense. Also I'm NOT limiting this to space hulks, I'm talking about DE raiding actual functioning ships and the Imperials having to fend them off.

Spacehulk is perfect for repelling boarding actions on a side board for a nice BFG campaign



Also Imperials going around Space Hulks do make sense because they are a billion times more common than Space Marine terminators, because on every imperial ship is crewed by these guys and if they happen to come across a interesting Space Hulk and they didn't have any terminators on hand (Which is probably 90% of the case) who are they gonna send?

The average imperial joe with his lasgun.

If there are no marines around, they form a cordon around it and either destroy it (if possible) or escort it till it slips back into the warp or marines do arrive. Terminators are the preferred method of assaulting a hulk but scouts and normal marines have been used on occasion.


What I really want is IG/Scouts/Marines Vs. Orks, gretchin, Snotlings.

goroul
24-12-2009, 16:29
We had a discussion regarding Guard kill teams on here a while ago.

Here is the resulting reference sheet :)

Goroul

captian Maklai
24-12-2009, 17:02
Just so you know dorian, space hulks aren't manned by the imperial nevy, they are clusters of abandoned spacecraft, imperial, eldar, chaos ect. And they float randomly through the warp, they aren't inhabited except by vicous aliens like the good o'l genestealers:chrome:

ninjin
03-01-2010, 15:45
Marine are super human warriors and aren't always around. If anything, I'd think an emergency response team or some combat search and rescue team comprising of stormtroopers to be more realistic than *Space Marines* jumping on top of every single drifting wreck in space.

HaunterV
05-01-2010, 11:32
After the heresy there's barely more than 1 marine per human planet in terms of overall numbers due to the chapter restrictions placed on the marines. That's exactly why spacehulks aren't solely delved by terminators since they are even rarer than marines.

borithan
08-01-2010, 22:18
One slight problem is how **** these guys would have to be. Think about it. Space Marines in Terminator armour are already **** poor in combat... how much worse would Imperial Guard have to be. I have a White Dwarf which has rules for normal tactical marines in 1st ed Space Hulk. They get to roll 1d6 in close combat, and take two away from the total. 1d6-2. What would imperial guard be? 1d6-4? Bolters work like stormbolters but only roll one dice. What would a lasgun be like? Basically, due to the way the game is made, if you are going to make Imperial Guardsmen roughly as good as they should be in relation to the Terminator rules they would be so bad as to be worthless. Now, if you don't want to balance them with the existing units (genestealers and terminators) this isn't a problem true... but then you are probably just playing the exact same game, just with different looking figures.

HaunterV
12-01-2010, 09:23
One slight problem is how **** these guys would have to be. Think about it. Space Marines in Terminator armour are already **** poor in combat... how much worse would Imperial Guard have to be. I have a White Dwarf which has rules for normal tactical marines in 1st ed Space Hulk. They get to roll 1d6 in close combat, and take two away from the total. 1d6-2. What would imperial guard be? 1d6-4? Bolters work like stormbolters but only roll one dice. What would a lasgun be like? Basically, due to the way the game is made, if you are going to make Imperial Guardsmen roughly as good as they should be in relation to the Terminator rules they would be so bad as to be worthless. Now, if you don't want to balance them with the existing units (genestealers and terminators) this isn't a problem true... but then you are probably just playing the exact same game, just with different looking figures.

it's not that terminators are **** poor in CC it's that GSs are amazingly scary at CC. Not to mention their rending claws which is why terminators die so quick, and we're talking about Veterans here, not your ordinary guardmen off the line that is still struggling to make it past his 1st fifteen hours. Spacemarines admire the tenacity of guardsmen from deathworlds, such as the armageddon orkhunters, catachan jungle fighters, cadian karskin, these are the best of the best. The heavy armoured (carapace) well equipped (Hellguns and more) shock troopers that were probably being sent in as a probe by an inquisitor.

IMO Lasguns and IG in cc would have to treat GSs as broodlords in CC in that they have to get to "killshots" in a row. or you introduce stealer armor saves since its always been what? 5 or 6+ and bolters ignore that due to AP nowadays or armor modifiers back in the day. You would also take twice as many models per scenario so 5 terminators would be 10 guardsmen


I thought up some rudimentary striking scorpion rules the other day I think the mandibles would act like storm shields for the 1st round of CC only and not to mention all the SSs have chainswords (Parry) and a pistol (Shuriken Pistol 12 1d6 6+ Overwatch, cannot damage doors). being eldar i'd say give them 5 AP as well.

Howling banshees, much the same but they are armed with power wepons and the shout which i say acts as CC jam when they charge a GS in CC. Given the power of the wail I'd say that you would put a Jam counter next to the HB model for a full turn after use. though the use of CPs could in theory be used to remove the counter (2cp?)

Col. Frost
12-01-2010, 10:10
I remember reading in a old WD an article about BFG that described boarding actions as being carried out by teams of Imperial Navy Stormtroopers.

Space Hulk isn't forcing you to play on hulks only. Rules in old WD covered hive cities, imperial ships, ork roks, planetary bases etc.

HaunterV
12-01-2010, 11:44
I remember reading in a old WD an article about BFG that described boarding actions as being carried out by teams of Imperial Navy Stormtroopers.

Space Hulk isn't forcing you to play on hulks only. Rules in old WD covered hive cities, imperial ships, ork roks, planetary bases etc.

hell yeah, BFG + Kill team is a great combo.