CONVERSION
TABLES
UNITS CONVERSION TABLE ADVANCED SPACE HULK
MELEE DICE = number of unit’s Assaults. RULES
MELEE BONUS AND DAMAGE = see the following table:
Bonus Damage SPECIAL CONVERSION
1-2 -1 1 During a Voluntary Conversion, the Genestealer
STRENGTH
3-4 +0 1 player can make a Special Conversion rolling a D6
5-6 +1 2 in the Blip Special Conversion table. For each sce-
7-8 +2 2 nario, it is possible to make a Special Conversion
9-10 +3 3 for one BLIP 1, for one BLIP 2 and for one BLIP
3 (for example, the Genestealer Player converts a
WOUNDS = number of unit’s Wounds.
Blip1 and roll a D6; the result is 2 (a Termagant).
AGILITY = depends on the base of the unit: The player roll again in T1 Weapons Table and
Base Agility Notes
AGILITY
scores a 5. So a Termagant with a Devourer is in
Small* Fast Moves as a Genestealer play instead of a simple Genestealer miniature).
Large Slow Moves as a Terminator
* Terminator Armour downgrade the miniature’s agility to Slow. SPACE MARINES TERMINATORS
When playing Advanced Space Hulk, remember
ACTION POINTS = see the following table: that all the Terminators throw 2D6 in Close Assault
Action Points Actions (and not only one) and have 2 wounds!
1-3 3
MOVEMENT
4-5 4 LIGHTING REFLEXES
6-7 5 Units against Tyranids with Lighting Reflexes ability
8-9 6 () throw -1D6 in Close Assault Actions.
10-11 7
12+ 8
Conversions based on WH40k Tyranid Codex 8th edition - 2018 by Gioacchino Prestigiacomo - ver 2.0
SPACE HULK CONVERSION TABLES
Melee Melee Action To play any unit of the universe of Warhammer 40k,
Example Dice Damage Wounds Agility Points simply use the Conversion Tables of this sheet.
Terminator 2D6 1 2 Slow 4
WEAPONS CONVERSION TABLE
WEAPONS DICE = number of weapon’s Attacks.
DAMAGE = Damage of the weapon listed in the Codex.
HIT ROLL = see the following table:
ARMOUR PENETRATION
0 -1 -2 -3 -4 -5
1-2 6+ 6+ 6+ 5+ 4+ 3+
STRENGTH
3-4 6+ 6+ 5+ 4+ 3+ 2+
5-6 6+ 5+ 4+ 3+ 2+ 2+
7-8 5+ 4+ 3+ 2+ 2+ 2+
9-10 4+ 3+ 2+ 2+ 2+ 2+
RANGE = Range of the weapon listed in the Codex.
AP COSTS = 2 AP for Heavy, Flame, Area, Assault.
1 AP for Pistols, Rapid Fire, Grenades
TYRANID TABLES
BLIP SPECIAL CONVERSION
Dice BLIP 1 Dice T1 Weapons
1-2 Termagant - Roll on T1 Weapons 1-2 Spinefists
3-4 Hormagaunt 3-4 Fleshborer
5-6 Ripper Swarm 5-6 Devourer
Dice BLIP 2 Dice T2 Weapons
1-2 Warrior (Melee) - Roll on T2 Weapons 1-2 Scything Talons + Rendering Claws
3-4 Warrior (Ranged) - Roll on T3 Weapons 3-4 Scything Talons + Bonesword & Whip
5-6 Ravener - Roll on T3 Weapons 5-6 Scything Talons + Boneswords
Dice BLIP 3 Dice T3 Weapons
1-2 Venomthrope 1-2 Scything Talons + Spinefists
3-4 Zoantrope 3-4 Scything Talons + Devourer
5-6 Lictor 5-6 Scything Talons + Deathspitter
TYRANID UNITS
Melee Melee Wounds Action
Creature Agility Notes
Dice Damage Points
Termagant 1D6 1 1 Fast 5 Armed with a T1 Weapon
Hormagaunt 2D6 1 1 Fast 6 Scything Talons
Ripper Swarm 4D6 1 3 Slow 5 -1D6 Melee Dice for each Wound lost
Warrior 3D6 1 3 Slow 5 Armed with a T2 or T3 Weapon
Ravener 4D6 1 3 Slow 8 Armed with a T3 Weapon
Venomthrope 2D6 1 3 Slow 4 Toxic Lashes + Close assaults within 2 squares
Lictor 3D6+1 2 4 Slow 6 Rending Claws + Grasping Talons + Flesh Hooks
Zoantrope 1D6 1 3 Slow 4 Warp Blast + Immune to Psychic Storm
Genestealer 3D6 1 1 Fast 6 Rending Claws
Broodlord 6D6+1 2 6 Slow 6 Monstrous Rending Claws + Immune to Psychic Storm
TYRANID WEAPONS
Weapon Damage
Ranged Weapons Hit Roll Range AP Costs Notes
Dice
Spinefists 1D6 1 6+ 12 1 -
Fleshborer 1D6 1 6+ 12 2 -
Flesh Hooks 2D6 1 6+ 6 2 -
Toxic Lashes 2D6 D3 6+ 6 2 -
Devourer 3D6 1 6+ 18 2 -
Deathspitter 3D6 1 5+ 24 3 -
Psychic Power Dice Damage Hit Roll Range AP Costs Notes
Warp Blast 1D6 1-4 3+ 6 1-4 Choose damage’s amount before roll
Melee Weapons Notes
Boneswords +2 to your Melee Dice
Bonesword & Whip +1 to your Melee Dice + Parry
Grasping Talons Re roll your Melee Dice with a result of “1”
Rending Claws +1 to your Melee Damage
Monstrous Rending Claws +2 to your Melee Damage
Scything Talons Re roll one of your Melee Dice