mnemnoch
09-12-2009, 23:48
I made some rules to introduce Chaos Terminators in Space Hulk while keeping some important basic aspects of game: Chaos Terminators will be able to summon demons, similar to their ability in Warhammer 40 k. Demons have the same stats like Stealers. (I calculated it with Warhammer 40k stats. While WH40k Terminators and Stealers are very different to their Space Hulk counterparts - for example 40k Terminators are comparable in close combat with basic Stealers, if Stealers would not beat at first. But shooting at a demonette with a Storm Bolter has comparable chances of being succesful to shooting at a Stealer.) Your chaos force may equal the Space Marine force, or the Stealer force, or a balanced mix, for example: half blips per round and half terminators. Use a point system if you want to calculate the Terminator values more exactly. (From Deathwing: 1 Termi 1 Pt, Sgt 2 Pts, Heavy Weapon 5 Pts.)
The Chaos Terminators may start at former Stealer Entry areas. They begin their turn with generating their command points and summoning their blips (most cases: one blip). (CPs may not be used on demons or demon blips.) Ambush counters are not allowed. Zero Blips block LOS, even to the chaos forces - just imagine them to be instable demons, who disappear at conversion. Broodlord indicates a special demon herald, summoned demon prince or greater demon.
I didn't play much with chaos forces before, but I see some problems in pitting them against loyal marines. Giving the same hit and kill value like Stealers would make the game to random. Using other numbers (the 1st ed approach) would destroy its beautiful simplicity and even then it wouldn't compare to WH40k standards: one termi would need ten rounds/shots to kill one other termi (with a great deviation): he could even kill 2 with one shot). I don't have much experiences with using blind grenades, but it sounds to me like a compromise. My solution: Terminator armor needs to get hit 2 times directly after each other with firearms to fail. This doesn't apply to close combat, since the bonus already reflects armor, weapons and proficiency.
I am experimenting with other rules as well:
Awareness of being attacked: If you are being fired at and even if you don't see the enemy firing at you, you can still use CPs to react with an action per shot. You can't react two times if you see someone firing at you.
Retreat: Every unit with normal psychology (not Stealers) may make a turn or move action, but not turn and fire or move and fire action, if someone fires at it. In this case no CP may be spent on this unit (but on other units because of awareness and new CP usage rules clarifications).
Blips: Space Marines and Traitor Marines use custom blips with orientation and normal Terminator movement rules. Each Blips has a code at the other side and every Player has a table or some cards to prove which unit is symbolized by which code.
Conclusions:
I think Heavy Weapons and crossfire get important, as do close combat marines. The game will depend much on Command Points, because they allow you to step out of fire if you get hit. With the blips bluffing will be a bigger part of the game. It helps much to connect the mission more so that the marines have more tactical options.
The Chaos Terminators may start at former Stealer Entry areas. They begin their turn with generating their command points and summoning their blips (most cases: one blip). (CPs may not be used on demons or demon blips.) Ambush counters are not allowed. Zero Blips block LOS, even to the chaos forces - just imagine them to be instable demons, who disappear at conversion. Broodlord indicates a special demon herald, summoned demon prince or greater demon.
I didn't play much with chaos forces before, but I see some problems in pitting them against loyal marines. Giving the same hit and kill value like Stealers would make the game to random. Using other numbers (the 1st ed approach) would destroy its beautiful simplicity and even then it wouldn't compare to WH40k standards: one termi would need ten rounds/shots to kill one other termi (with a great deviation): he could even kill 2 with one shot). I don't have much experiences with using blind grenades, but it sounds to me like a compromise. My solution: Terminator armor needs to get hit 2 times directly after each other with firearms to fail. This doesn't apply to close combat, since the bonus already reflects armor, weapons and proficiency.
I am experimenting with other rules as well:
Awareness of being attacked: If you are being fired at and even if you don't see the enemy firing at you, you can still use CPs to react with an action per shot. You can't react two times if you see someone firing at you.
Retreat: Every unit with normal psychology (not Stealers) may make a turn or move action, but not turn and fire or move and fire action, if someone fires at it. In this case no CP may be spent on this unit (but on other units because of awareness and new CP usage rules clarifications).
Blips: Space Marines and Traitor Marines use custom blips with orientation and normal Terminator movement rules. Each Blips has a code at the other side and every Player has a table or some cards to prove which unit is symbolized by which code.
Conclusions:
I think Heavy Weapons and crossfire get important, as do close combat marines. The game will depend much on Command Points, because they allow you to step out of fire if you get hit. With the blips bluffing will be a bigger part of the game. It helps much to connect the mission more so that the marines have more tactical options.