Eldar, Orcs and Space Marines in 1st Edition Space Hulk
Introduction
The 1st edition of Space Hulk is a magnificent game, but after some time the
urge for variation starts to present itself. Therefore, I have created rules
allowing players to pit squads of Eldar or Orcs, or modified squads of Space
Marines against the alien menace. These new species should really help breathe
new life into your old game.
The rules presented below describes a standard squad of each species, and gives the commander a few options to customize his force. The rules are strictly intended for use with the basic set for 1st ed. Space Hulk, and some of the rules replace weaponry rules printed in the Deathwing and Genestealer expansion. In the basic set, all missions are played using one or two standard squads, and these rules are intended to allow all 6 missions to be played using the alternative species or weapons choices. You could use these rules with some of the newer missions which don't use standard squads, but in that case the necessary tweaking is entirely up to you.
Simple Rules
I've strived to make these rules as simple as possible. After all, the basic
game of Space Hulk is pretty simple - and this suits me and my Space Hulk
playing friends perfectly. Huge tables describing weaponry and long force lists
detailing alternative squads quite frankly make my head spin.
So, these rules are in no way meant to slight some of the much more extensive
rules created by others describing different species in Space Hulk. I have
nothing but respect for the massive work behind these rules, and I acknowledge
that stuff like force lists are an integrated part of the official expansions
for the game. But I just want something that can be understood and prepared in
10 minutes.
Designers Notes
Perfect balance isn't possible to achieve. But I've done my best to make all
3 sides playable, yet not too powerful.
I've opted for a fairly limited ammount of weaponry, and very few special rules
to go with each race.
One of the most "controversial" bits in my design is probably giving all 3
species normal CPs, and not giving Eldar 5 AP. While Eldar are fleet footed, 5
AP would also increase their firepower immensely - which seemed wrong. I've made
them more maneuverable instead.
Finally - connaiseurs of the 40K universe may feel that these rules give troop types like grots and eldar an unrealistically high survival rate against the dreaded Genestealers - especially compared to Terminator Marines! To get over this obstacle, there are 4 things you can do:
Enjoy.
The Species
All models are described using the following
terms:
AP/CP: All troop types have 4 AP each. All species
get 1d6 of Command Points each turn.
Movement: 2 kinds exist: Slow
and Fast. Slow
models use the Marine AP column from the rulebook for moving and turning.
Fast models use the Genestealer AP column from the
rulebook for moving and turning - but still use the Marine AP column for firing.
Ranged Weapon: Tells which ranged weapon the model
carries. All stats for ranged weapons can be found in the table below.
Close Assault: Gives the models number of dice and
modifiers in close assault. A RR (ReRoll) allows the model to force a
Genestealer to reroll one of its 3 attack dice. All close combat related
equipment has been factored into this score.
Special Rules: Special rules describing special
skills or equipment of the model.
Doorbuster: A Doorbuster may spend 1AP (or CP) to
destroy a closed door in one of his 3 front squares. If playing with Bulkheads,
a Doorbuster may destroy a Bulkhead in the same way for 2AP/CP.
Eldar:
An Eldar standard squad consists of 5 models.
3 Dire Avengers
1 Dire Avenger or Assault Choice
[Striking Scorpion or Howling Banshee]
1 Dire Avenger or Assault Choice [Striking Scorpion or Howling Banshee] or
Heavy Choice [Dark Reaper, Fire Dragon or Warp
Spider]
![]() |
Eldar Troop Choices | ||||
Kind | Movement | Ranged Weapon | Close Assault | Special Rules | |
Dire Avenger | Fast | Shuriken Catapult | d6-1 | - | |
Striking Scorpion | Fast | - | 2d6+1 +RR 2 Chainswords + Mandiblaster |
- | |
Howling Banshee | Fast | Shuriken Pistol | d6+1 +RR Powersword + Mask |
- | |
Dark Reaper | Fast | Rocket Launcher + Rangefinder |
d6-1 | - | |
Fire Dragon | Fast | Fire Pike | d6-1 | Doorbuster (Melta Bombs) |
|
Warp Spider | Fast | Death Spinner | d6-1 | Warp Jump* |
*May pay 4AP to Warp Jump, and fire for free at the end of that move. To Warp Jump move model into any square in any adjacent tile, facing in any direction.
Orcs:
An Orc standard squad consists of 7 models. (When deploying, leave 2 models
off the board).
3 'Ard Boyz
3 Grot Bombz
1 Ork Nob
![]() |
Ork Troop Choices | ||||
Kind | Movement | Ranged Weapon | Close Assault | Special Rules | |
'Ard Boy | Fast | Bolta | d6-1 + RR Big Choppa |
- | |
Ork Nob | Fast | Custom Weppin = Storm Bolter + Flamer |
d6 + RR Huge Choppa |
Doorbuster (Huge Choppa) | |
Grot Bomb | Fast | Stubba | d6 -2 | Grotbomb Stunty* |
*Non-stunty models may ignore stunty models when determining line-of-sight/fire.
Space Marines (replace rules for
Terminator Marines):
A Space Marine standard squad consists of 5 models.
3 Space Marines
1 Space Marine or Heavy
Choice [Assault Cannon or Flamer]
1 Marine Sargeant
![]() |
Space Marine Troop Choices | ||||
Kind | Movement | Ranged Weapon | Close Assault | Special Rules | |
Space Marine | Slow | Storm Bolter | d6 Power Fist |
- | |
Flamer Marine | Slow | Heavy Flamer | d6 Power Fist |
- | |
Assault Cannon Marine | Slow | Assault Cannon | d6 Power Fist |
- | |
Sargeant | Slow | Storm Bolter | d6+1 Chain Fist |
Doorbuster (Chain Fist) |
Weaponry
There are 3 kinds of Weaponry:
Guns, Template
Weapons and Frag Weapons.
Guns are a lot like the storm bolters from the
original rules: They target individual model, they get sustained fire bonus when
standing still, they can target doors, they can set overwatch for 2AP(with a
range of 12 squares) and clear a jam for 1AP.
Template Weapons are a lot like the heavy flamer
from the original rules. They target a board section, and all models on that
section suffer an individual hit. Closed doors contain the blast. The template
blocks line of fire and line of sight until the stealer endphase.
Frag Weapons are hybrid weapons. A Frag weapon may
target model or an empty square. If shooting at a model, roll to kill as normal,
but do not remove the model yet.
Either way, the entire board section that the model/square was in is then
fragged. A frag hit a template hit. It is contained by closed doors, but
may destroy closed doors - this will not let the frag affect models behind the
door. Any model affected by the frag blast suffers an individual 1d hit, and is
killed on a 6. Remove all kills and the template when all rolls have been made.
The following terms apply when describing
weapons:
Speed: Light weapons may stand and fire, move and fire (or turn and fire) for the
AP cost listed under Storm Bolters. Heavy weapons
may not move and fire, but may stand and fire for the AP cost listed under Heavy
Flamers.
Range: The reach of the weapon (measured in
squares). UL means unlimited. (Overwatch range is always 12).
Dice: Throw this many dice for each time the weapon
is fired.
Kill: This is the score required to kill the
intended target. Template weapons may have
different kill scores for Stealers and Allies.
Max. Sustain: The best possible kill score for the
Gun. No matter how many shots were fired, a roll below this score will not kill
the target.
Jam Roll: This score will cause the Gun to jam when
fired in overwatch.
Ammo: Templete weapons cab be fired a limited
number of times.
Guns | |||||||
Weapon | Speed | Range | Dice | Kill | Max. Sustain |
Jam Roll |
Special Rules |
Stubba | Light | 12 | 1 | 6 | 5+ | 1 | May not shoot doors. |
Bolta Shuriken Pistol |
Light | UL | 1 | 6 | 4+ | 1 | - |
Storm Bolter Shuriken Catapult |
Light | UL | 2 | 6 | 3+ | doubles | - |
Assault Cannon | Light | UL | 3 | 6 | 2+ | All 1s & 2s | Clear Jam costs 4AP. |
Rocket Launcher | Heavy | UL | 1 | 2+ | 2+ | 1 | Loses overwatch after 1 shot.
Overwatch at UL range. Frag Weapon. |
Deathspinner | Heavy | 12 | 4 | 4+ | - | - | May not overwatch. When firing, roll all 4 dice, and remove kills one at a time - early kills may clear line of fire to later ones. |
Grot Bomb | Light | 1 | 1 | 3+ | - | - | May not overwatch. May be fired for free instead of rolling close combat dice. Frag weapon - kills bearer automatically. |
Template Weapons |
|||||||
Weapon | Speed | Range | Dice | Kill Stealer |
Kill Ally |
Ammo | Special Rules |
Heavy Flamer | Heavy | 12 | 1 | 2+ | 3 | 6 | - |
Custom Weppin Flamer | Heavy | 12 | 1 | 3+ | 3 | 6 | If the Custom Weapons storm bolter is jammed then the flamer may not be fired. |
Fire Pike | Light | 12 | 1 | 4+ | 4 | 6 | - |