Hey, all. I just thought that I'd have a crack at making a working Space Hulk game using the current 40k rules. All you need to know really, are the Warhammer 40,000 rules.
So, here's how it goes:
FORCES
There are usuallly two players: a Marine player and a Tyranid player. The Marine player can spend 225 points on Tactical Squad members, Terminator Squad members, any HQ below 125 points and a single Heavy Support choice(no tanks!). The Tyranid player, however, can spend 450 points however he wishes. Any Troops bought will respawn at a "Spawn point". Everything else with the exception of Raveners and Warriors are dead for good once they are killed. There are no restrictions or minimums for choice selection on either side.
TERRAIN
The Terrain should count as impassable. It should restrict models to inner pathways and rooms, which should be big enough for about nine or more models. Doors are a must, and should be placed halfway down ever hallway and/or at the entrance point to each room. The game is generally played on a 4'x4' or smaller board. Note also that you should have some objective markers handy. In addition, the whole complex counts as an inner facility, so therefore artillary will explode on top of the firer whenever it is used.
MOVEMENT
Each model moves as in the Warhammer 40,000 movement rules. However, if they come to a door, they must give up an inch of movement in order to open or destroy it. Otherwise, they may not proceed.
In addition, Genestealers count as having Fleet.
In regards to Space Marines, any model within 2" of another counts as being in that model's Squad. Any model breaking unit coherency counts as a seperate Squad until they are within 2" of another model. In the case of Tyranids, all models are assumed to be under constant Synapse and each moves individually. In order to keep things fairly simple, one Fleet roll is made for the whole force. Any models that have the Fleet special rule moce this far in the Shooting phase if they choose not to fire.
OBJECTIVES
In Warhammer 40,000 Space Hulk, the Tyranids are guarunteed to win unless there are objectives. You an your opponant must both agree to the objective. Here are some suggestions:
Secure the Area!
Each Tyranid "Spawn point" must have a door in front of it. When destroyed, the door will cause a chain reaction of hydrogen, nitrogen and many different types of metal. The Spawn point counts as destroyed. The Marines must destroy 75% of the Spawn points.
Retrieve the Plans!
There is a terminal somewhere in the Hulk determined by the Tyranid player. A Space Marine must spend a full turn in contact with it and then escape to the Exit Point. The files retrieved may be represented as a counter and pass from Marine to Marine in the movement or shooting phases. In the shooting phase, the Marine may throw the plans to an ally up to 12" away. Roll to hit as usual. If it was a hit, the plans are now carried by the other Marine.
Protect the Weapon!
In addition to his 160 points, the Space Marine player has a Dreadnought. The Tyranids must destroy the Dreadnought to win. If the Marine player destroys 500 points of TYranids, the Dreadnought is safe. However, the Dreadnought begins the game dormant. Each turn beggining from the 8th, the Marine player rolls a D6. If it is a 6, the Dreadnought is awakened and may fight as normal.
SPECIAL RULES
In Warhammer 40,000 Space Hulk, there is a small amount of rules to represent the happenings of the battlefield.
Spawn Point
In every game, there are four to six Tyranid Spawn points. Each turn, the Tyranid player rolls a D6 for each spawn point. He then places a counter with the number rolled on the down side. This is the amount of Troop bases represented by that "blip". For Reveners, it is half that number rounded up. However, each blip may only contain a single Troop type of to the maximum number of that Troop selected by the Tyranid player. For example, a player rolls a 6. He decides that that 6 will represent 6 Genestealers. He bought 12 Genestealers in his 320 points, but he already has 8 on the field, therefore he may only put down four Stealers unless the blip is revealed after others have died.
Note that Warrior Squads ALWAYS come in threes.
If a blip is not a Troop choice or a Ravener brood, then place a symbol on the down side representing what the blip represents. Note that Carnifexes and Hive Tyrants do not use blips: they're so huge, anyone would know what they are.
Once a blip comes into the line of sight of a Marine, it may act as normal.
Exit Point
Sometimes, a Marine will have to leave the battle. If he makes it to an Exit Point, then he may. If he leaves the battle, he may not come back! Dreadnoughts may not use Exit Points. Note that usually an Exit Point should be at the point the Marines started at or on the other side of the board.
Into the Rafters!
Some especially lithe Tyranid creatures can take advantage of ventilation shafts and the like. To represent this, the Tyranid player may remove any Genestealers, Lictors, or Leaping Warriors from the board during his turn. They may not move, assault, or shoot during that turn.
In the next turn, however, they may move, assault, but not shoot out of their concealed area. They may also move through it, although they may not Fleet while doing so. The Tyranid player may use a counter to represent where the creature is, and it may move up to 6" each turn. While hidden, the Tyranid cannot be shot at or assaulted.
P.S Thanks for your input, Lil' Ripper.
So, what do you think? I haven't playtested these yet, but I think they'll work out fairly well.