Showing posts with label terminators. Show all posts
Showing posts with label terminators. Show all posts

Thursday, 15 September 2011

Ark of Dust Part One PDF available for download

Space Hulk - Ark of Dust Part 1

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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, 16 April 2011

Quick Mission - Swift Destruction

Hey guys. Here is the second of the quick missions. This is an adapted version of my popular and difficult Surgical Destruction mission. You'll notice that you have an extra 2 Marines and that there are no beta strain Genestealers this time around. I've also reduced the number of doors in locations where they slow the 'Stealers down early on and changed the shape of the entry points for no other reason than I wanted to streamline the board somewhat. I hope you enjoy the adapted version and it presents you with a fun 40 minutes-1 hour.


DEPLOYMENT & FORCES
Space Marines:
The Space Marine player has one squad. It consists of one Sergeant armed with a power sword and storm bolter, three Space Marines armed with a storm bolter and power fist and one Space Marine armed with an assault cannon and power fist. The Space Marine player deploys on the squad on the starting squares shown on the map.
Genestealers:
The Genestealer player begins the mission with two blips, and receives two reinforcement blips per turn. Blips may enter play at any entry area.

SPECIAL RULES
Bombs: In order to achieve their mission goals, the Space Marines must place and arm bombs in the rooms marked A, B and C. In order to place and arm a bomb, a Space Marine must be standing in the room and expend a full four action and/or command points.

VICTORY
Space Marines:
In order to win the mission, the Space Marine player must place bombs in all 3 rooms and have at least two Space Marines leave the board via the marked exit point. If all 3 bombs are placed and armed but no Marines escape the board, the mission can be considered a draw.
Genestealers:
The Genestealer player garners an outright win if he can kill all of the Space Marines before they have placed and armed all three bombs. If the Genestealer player can prevent the Space Marine player from getting two Space Marines off the board after he has armed all three bombs, he may still attain a drawn result.

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Saturday, 19 March 2011

Ark of Dust Update and other Space Hulk related news

Hey guys,

Coming at the start of April are missions V and VI of the Ark of Dust campaign. These missions will be as hard as they have ever been and will rock you like a hurricane. In particular, Mission VI is a doozy which includes a tiny squad, a terrifying map, plenty of Genestealer psychological game-playing and a Broodlord. I will be posting both on the same day and they are intended for back to back play.

Also, coming a week after that will be the first of my Space Hulk quick missions. Intended to be played in the vein of Suicide Mission and able to be used right outta the box, they're short, tough, well balanced but unforgiving missions which you can play inside a half hour.

I have the parts now to put together a Deathwing Terminator squad and so expect to see some pictures of these, my Blood Angels, Space Wolves, Ultramarines and Grey Knights soon, as well as my Fallen Terminator Lord. The first playtestable missions from the Deathwing Campaign will be coming soon after.

Follow me on Twitter @Adamwhitepoet

Wednesday, 22 December 2010

The Ark of Dust

In the year 609.M41, a small Imperial flotilla that had dropped out of the warp near to the world of Valhalla stumbled across a vast space hulk drifting dangerously close to a populous agri-world. Among the flotilla were two Space Wolves strike cruisers carrying upwards of 150 of the chapters finest, en route to Valhalla itself to link up with a gathering crusade force. Upon discovering the hulk, Wolf Lord Gulo ordered a small contingent of the Wolves under his command to board the vessel and investigate what, if any, threat resided on board the hulk. The marines initially met little resistance but within 15 minutes of boarding, they were swiftly and suddenly assaulted by a large number of genestealers and massacred to a man.

Gulo realised that this was no straightforward boarding action and was pondering whether destroying the hulk was an option. However, upon assessing the data returned to him by the boarding party before their unceremonious massacre, two things became clear. First, the size of the hulk meant that destroying the hulk with cyclonic torpedoes or even a continuous barrage of firepower would only split the hulk in to several large chunks, which, if caught in the planets gravity, would be drawn towards the planet and cause catastrophic levels of destruction which the population would surely not survive. Secondly, one section of the hulk seemed to be a large Space Wolves vessel. Gulo's curiousity was piqued. Leaving the majority of his force under the command of his Rune Priest, he sent them onwards to Valhalla, keeping only his Terminator armoured contingent and sending out a request to nearby Baal for assistance.

Lexicanum Calistarius answered the call at Commander Dante's request. His experience on board the Sin of Damnation only a few years previously made him the perfect man for the job. Unfortunately, that mission had had a profound effect on the librarian and he still smarted at the loss of so many brave marines. The memories of Lorenzo and his squads sacrifices to get the librarian to safety and ensure the success of the mission had not faded. He arrived with 40 terminators at his beck and call and immediately met with Gulo to decide on a course of action.

The plan was simple in theory. The hulk had two weak points which, if sufficiently damaged from within would split the hulk in to 3 pieces. The other two chunks (the largest of which seemed from the scans to be the most heavily populated) would be small enough to be towed out of the system and destroyed. The third chunk could then be explored by the Space Wolves to see if anything of worth to their chapter could be salvaged. This would then also be towed and destroyed.

All in all,  55 terminator armoured veterans of the two chapters were present, and they would be sent in to secure a forward base from which the force could operate. At this point two small teams would be sent deep in to the hulk to plant the explosives while their battle brothers would follow in their footsteps to secure their escape route. These teams were to be lead by Blood Angels Sergeant Catania, a man with over 500 years experience under his belt, and Space Wolves Sergeant Lupus, a legend in his own right.

The boarding action went off without a hitch and the terminators encountered little to no opposition. A beachhead was established and the two squads set off together on their mission...