Space Hulk - Ark of Dust Part 1
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New homemade missions for Space Hulk. Come here to try out my new and ongoing Ark of Dust campaign, including rules for new weapons (power axe and cyclone missile launcher) and new Genestealer strains. Missions 1-4 available now.
Thursday, 15 September 2011
Monday, 12 September 2011
Space Hulk Mission - Suicide Run
Hello my good friends. As you may have noticed, the Grey Knight and Khorne Daemon rules have gone live. I present to you the mission that the first round of playtesting was performed in. It's a favourite of ours here at Space Hulk Missions. You may recognise the map layout. This is, essentially, Suicide Mission +. For those of you wanting to try out the new Grey Knights and Daemons rules, this is the first mission for doing so. It is not part of the Blood in the Stars campaign (those missions are a lot more original and, sadly for you, a lot harder.) Give it a try. There are several ways to play this mission, the first of which is detailed below. For an even harder game, try playing Blood Angels vs. Daemons, using the Librarian, Sergeant with power sword and storm bolter, Terminator with heavy flamer and power fist and 2 Terminators with storm bolters and power fists, making the rooms destroyable either through the use of the cleansing heavy flamer or the Librarian making use of the Psychic Conduit rule (normal terminators can not be used as conduits.) For a much easier game, use this squad against genestealers without the Warp Rift rules in play.
Grey Knights vs. Daemons
FORCES & DEPLOYMENT
Grey Knights: The Grey Knight player has one squad. It consists of a Justicar armed with a storm bolter and nemesis daemon hammer, one Grey Knight armed with a storm bolter and nemesis force falchions, one Grey Knight armed with a storm bolter and nemesis force halberd, one grey knight armed with a storm bolter and nemesis force sword and one grey knight armed with a psilencer and a nemesis force sword. The Grey Knight player deploys the squad on the starting squares shown on the map.
Khorne Daemons: The Khorne Daemon player begins the mission with two blips, and receives two reinforcement blips per turn. Blips may enter play at any entry area.
SPECIAL RULES
Psychic Conduits: In this mission, the Grey Knight mission is to disperse the building warp energy in the two rooms marked X. Any Grey Knight model must end his movement inside one of the two rooms and use any and all of his remaining AP and 2 psi-points to do so. Once a Grey Knight model has done this, he may not use CP to make any more actions for this turn. He is too exhausted by the ordeal to follow any orders.
VICTORY
Grey Knights: The Grey Knight player wins by dispersing the building warp energy in the two rooms marked X. When this goal is achieved, the game ends and the Grey Knights win immediately.
Khorne Daemons: The Khorne Daemon player wins if any one of the following events occur; a) The last remaining Grey Knight is killed. b) The psi-point tracker is covered in such a way that 2 psi-points can not be gathered to disperse the warp energy in the rooms. c) The Warp Rift tracker reaches 10.
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Saturday, 10 September 2011
Friday, 9 September 2011
Grey Knight Squad
For those who are interested, here is the Grey Knight squad build for the Grey Knights vs. Daemons campaign.
Justicar Fabio - Nemesis Daemon Hammer
Knight Lorenzo - Nemesis Falchions
Knight Marius - Nemesis Halberd
Knight Demio - Nemesis Sword
Knight Janus - Psilencer and Nemesis Sword
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Justicar Fabio - Nemesis Daemon Hammer
Knight Lorenzo - Nemesis Falchions
Knight Marius - Nemesis Halberd
Knight Demio - Nemesis Sword
Knight Janus - Psilencer and Nemesis Sword
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KHORNE!!!
Click on Grey Knight vs. Bloodletter Playtest rules above and you will find new rules for using Khorne Daemons against your Grey Knights. They are in playtesting but are working pretty well. Normal terminators struggle against them, but you will be seeing some missions posted for this combo soon.
The Warp Rift idea was a brainwave I had while playing Arkham Horror the other day and adds a sense of urgency to the Grey Knights activities on board the hulk. Rules pack for the campaign coming later today.
A note on Daemonic Ward Saves : Some people have commented that daemons in 40k get a ward save. I have many and varied reasons for not giving daemons ward saves in space hulk. Here they are.
1) I have tested it in Space Hulk, and it was cack. It made the game unbalanced.
2) Do Terminators get their ward save? No. Why should daemons be any different.
3) Personally, I think that since these rules are tested to work with Grey Knights, in a background fluff sense, the bolts fired from their storm bolters would probably be sanctified and pass right through the daemony outer shell.
4) In a regular game of 40k, a grey knight shooting hits on a 3 and wounds a bloodletter on a 4 with 2 shots. The daemon then has a 5+ save. This equates roughly to a grey knight having the following chance of killing a bloodletter for each shot. 2/9. A little less than 1/4 shots. Considering he gets two chances at this a turn, those are pretty good ratios.
Now take Space Hulk. A Terminator on his first shot will kill on a 6. He rolls 2 dice (just like in 40k.) He'll maybe get 3 chances at gunning a Bloodletter down on overwatch, but for the 2nd and 3rd shots he will kill on a 5. His chance at not killing any given bloodletter with one of those 3 shots is 10/27, meaning that he has a 17/27 chance of blowing a Bloodletters brain out. Of course, I'm not taking jamming in to consideration here, but you see my point. The math may be wrong, it's been 12 years since I left high-school, but this is logical probability. In conclusion?
No ward saves.
Follow me on Twitter @Adamwhitepoet
The Warp Rift idea was a brainwave I had while playing Arkham Horror the other day and adds a sense of urgency to the Grey Knights activities on board the hulk. Rules pack for the campaign coming later today.
A note on Daemonic Ward Saves : Some people have commented that daemons in 40k get a ward save. I have many and varied reasons for not giving daemons ward saves in space hulk. Here they are.
1) I have tested it in Space Hulk, and it was cack. It made the game unbalanced.
2) Do Terminators get their ward save? No. Why should daemons be any different.
3) Personally, I think that since these rules are tested to work with Grey Knights, in a background fluff sense, the bolts fired from their storm bolters would probably be sanctified and pass right through the daemony outer shell.
4) In a regular game of 40k, a grey knight shooting hits on a 3 and wounds a bloodletter on a 4 with 2 shots. The daemon then has a 5+ save. This equates roughly to a grey knight having the following chance of killing a bloodletter for each shot. 2/9. A little less than 1/4 shots. Considering he gets two chances at this a turn, those are pretty good ratios.
Now take Space Hulk. A Terminator on his first shot will kill on a 6. He rolls 2 dice (just like in 40k.) He'll maybe get 3 chances at gunning a Bloodletter down on overwatch, but for the 2nd and 3rd shots he will kill on a 5. His chance at not killing any given bloodletter with one of those 3 shots is 10/27, meaning that he has a 17/27 chance of blowing a Bloodletters brain out. Of course, I'm not taking jamming in to consideration here, but you see my point. The math may be wrong, it's been 12 years since I left high-school, but this is logical probability. In conclusion?
No ward saves.
Follow me on Twitter @Adamwhitepoet
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