Friday, 9 September 2011

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.

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Friday, 10 June 2011

Penance

Hey guys. Been a short while since my last update but coming soon are missions 1-3 of the Penance campaign as well as some more Short Missions for you guys to chew on. Hoping to finish play-testing by Wednesday.

For those of you that don't know the details of this campaign, it's set on board a massive, stolen cargo-ship whose crew have been massacred. The last communication contained a video of a hulking Chaos Marine in Terminator Armour tearing the crew apart. The markings on his suit show him to be a captain of The Fallen. The Dark Angels chase down the ship and manage to get one small squad of Deathwing on board, hoping they can bring the beast to justice and penance.

The first six missions are part of a trilogy of campaigns. I hope you enjoy them as much as I've enjoyed writing them.

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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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Friday, 15 April 2011

Quick Mission - Locked In

Hey there guys. This isn't anything like either of the missions I was intending to post tonight but it's the best I can offer at short notice. The laptop I use for all my mission editing has gone to crap and so I've mocked up this little number to tide you over until I can get it fixed and get to the tilesystem maps for my other two missions.

The last survivor of a survey team has locked himself in to a room on the hulk. He is out of ammo and carrying vital data about the Genestealers on board the hulk. It has been deemed vitally important that he be, rescued no matter the cost.

FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad One consists of a sergeant armed with a storm bolter and power sword, one Space Marine armed with a heavy flamer and a power fist, and two Space Marines armed with storm bolter and power fist. This squad is deployed on the four marked squares at the Space Marine exit area. Squad two consists of one Space Marine armed with a storm bolter and power fist. He is deployed in room A.

Genestealers: The Genestealer player begins the game with no blips, and receives two reinforcement blips per turn. Blips may enter play at any entry area.

SPECIAL RULES
Locked In: The Space Marine inside room A is locked in. He has done this himself by jamming the lock  and reinforcing the door. His storm bolter is out of ammo so he will not come out until another Space Marine spends 1AP opening the door and throwing him some ammo for his storm bolter, then he may leave the room and move and fire as normal. The Genestealers can not open the door by any means.

VICTORY
Space Marines: The Space Marine player wins if he succeeds in getting the Space Marine trapped in room A off the board via the Space Marine entry area. When this happens the game ends and the Space Marines win immediately.


Genestealers: The Genestealer player wins if he kills all the Space Marines in Squad One before they convince the Marine in room A to open the door and come out, or by killing the Marine in room A after he has been convinced to open the door.

I will get the other missions to you as soon as possible. Consider this one a cheeky bonus for your benefit as an apology for the wait.

Follow me on Twitter @Adamwhitepoet

Two new Space Hulk missions tonight

Okay, so two missions going up tonight.

First up is Mission V from the Ark of Dust campaign, titled "Hopeless" and details the first part of the rescue mission launched by a lightning claw armed Wolf Guard to rescue any survivors of the ill-fated Space Wolf squad trapped in Mission IV and detonate the explosives placed by them, by hand if necessary.

The other mission is the first of the Quick Missions, designed to play in around the same time as Suicide Mission while presenting marine and genestealer players with new tactical problems. All these missions are one offs (so not part of a campaign) and use only the contents of the Space Hulk 3ed box. They all use less than 20 tiles (so small maps) and, like Suicide Mission, are fairly unforgiving (though not as challenging as some of my campaign missions.)

Look for both to go up around Midnight EST/5am GMT.

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Monday, 21 March 2011

Space Hulk Ark of Dust - Mission IV - Bastion (modified)

Adapted again to fix the broken bulkhead rules.


Deployment and Forces
Space Marines:

The Space Marine player has one squad consisting of five terminators. The Space Wolf squad consists of a sergeant armed with a Power Axe and Storm Shield, a marine with an Assault Cannon, two armed with Storm Bolters and Power Fists and one armed with a Chainfist and Storm Bolter. The Space Marine player must split his squad in to two teams. One team of two marines must be placed in Room A and one team of three marines must be placed in Room B.
Genestealers:
The Genestealer player begins the mission with one blip. The rest of the blips must be divided in to reinforcement groups. 7 single blip counters and 7 stacks of two blip counters must be laid out at random. The Genestealer may play one of these 14 reinforcement groups per turn (so either one or two blips.) Once he runs out of blips, recycle the stacks into an even number of single blip and stacks of two Genestealer blips and continue doing this until the game is over

Special Rules:
Sealing Bulkheads: There is a sealable bulkhead at every Genestealer entry point. In order to seal a bulkhead, a Terminator must stand next to the entry point and spend  1AP or CP. This can not be a combined action. Once the bulkhead is sealed, the marine player removes the purple Genestealer entry point marker. The Genestealer player may no longer bring Genestealers on here.

Victory
Space Marines:

In order to win the mission, the Space Marine must seal all of the bulkheads at every Genestealer entry point and have at least one surviving marine at the end of the game.
Genestealers:
The Genestealer player wins if he kills all of the Space Marines before he can seal all of the bulkheads.