Showing posts with label space marines. Show all posts
Showing posts with label space marines. Show all posts

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

Tuesday, 1 March 2011

Developing ideas.

Early indications from my poll on here and on Warseer point towards either a Crimson Fists or Deathwing campaign. Best for me to keep you informed of the ideas I have for each so that you can decide for yourself which direction you would like the hulk to go in. I've tried to come up with something characterful which will develop with time until I make the campaigns.

Crimson Fists - I could debut the extensive hive world campaign system which I have built and playtested, where the Crimson Fists have to eradicate a large Genestealer cult in a very populous hive. This campaign lends itself well to the experience system I have constructed and offers a branching storyline and multiplayer play. It's actually more rpg influenced and combines Space Hulk with other systems, like Necromunda or Mordheim. Don't worry though, you won't need either game to play as my new (and original) experience system add-on will give you everything you need. The good thing about this campaign is it was created to allow a sense of competition among players. Our original campaign used my vanilla terminators against some Blood Angels and the point of the campaign was to be the most destructive chapter. If this one wins, I'll want to pick a second chapter for the Crimson Fists to be competing with to bring down the stealers and allow for some butting of thick space marine heads.

Dark Angels - The Dark Angels are never more characterful than when they are hunting one of The Fallen. This campaign won't be set on a Space Hulk but on a fully operational cruiser. The cruiser has only one "human" occupant, a fallen in the thrall of the Chaos God Slaanesh. The action will follow a five man team lead by an interrogator chaplain, gunning through a ship filled with daemonettes to capture the shameful excuse for a Dark Angel hiding at it's core.

Grey Knights - Obviously more daemonic goodness here. Replace Slaanesh with Nurgle, add zombies in to the mix, set it during the Eye of Terror campaign and pack in a lot more danger to match the Grey Knights rather amped up abilities and we have lift off. Two missions were already written for this campaign as well as rules for Grey Knights in Space Hulk. There's also an interesting end of campaign boss I have in mind.

Ultramarines - The Terminators are usually the attackers in Space Hulk storylines, venturing deep in to hulks to destroy the menace within. At one point in the Ultramarines history, these tables were turned. On Macragge, during the invasion of Hive Fleet Behemoth, the polar fortresses were assaulted by a vast number of Genestealers. I want to recreate the defence of the tight corridors of the fortress that represented the Ultramarine 1st company's last stand.

Imperial Fists - The only Special Character driven campaign I will do, this campaign will involve Darnath Lysander and a couple of squads of Imperial Fists in a more standard Space Hulk campaign (except, obviously, for his inclusion.) Expect heavily adapted versions of the mission book missions to make them more balanced and/or difficult.

Space Wolves - My follow up campaign to the Ark of Dust which follows the surviving Space Wolves from that campaign on to their next hulk. They will be even more experienced and grizzled but with new squad members in tow. Gribbly hilarity ensues.

Blood Angels - This will be a series of short, unlinked missions which I will likely do anyway. In the vein of Suicide Mission, this will be a sort of coffee break space hulk, using one squad and no more than 20 tiles and 7 doors.

Follow me on Twitter @Adamwhitepoet

Monday, 3 January 2011

The Ark of Dust - Mission III - Scramble

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 deploys on the squad on the starting squares shown on the map.
Genestealers:
The Genestealer player begins the mission with two blips, and receives one reinforcement blip 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, C and D. 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 4 rooms and have at least one marine leave the board via the marked exit point. If all 4 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 5 Space Marines before they have placed and armed all three bombs. If the Genestealer player can prevent the Marine player from getting a Marine off the board after he has armed all 4 bombs, he may still attain a drawn result.

Tuesday, 21 December 2010

Space Hulk!

If you've found me, you'll have seen my first mission post. You probably haven't played it yet. Give it a shot, but I warn you, it is not for the weak willed.

This is by design. I, personally, find 9 of the 12 missions in the 3rd edition far too easy as the marine player. You stand there, you kill stuff, you move. I've decided to write a campaign that will redress this balance. The missions are much harder as the marine player and present new tactical challenges for the 'stealers in terms of how you manipulate the environment. Missions 1 through 3 have been heavily playtested and are all do-able.

What's coming up? Rules for different Genestealer strains, character profiles, rules for Wolf Lords, a couple more missions and ideas for toughening up the missions in the mission book from the box. Comment and tell me what you think of the mission I've posted and look for an update in a couple of weeks.

The Ark of Dust - Mission 1 - Breakthrough

Mission I – Breakthrough



Deployment and Forces
Space Marines:
The space marine player has two squads, One Space Wolf squad and one Blood angels squad. 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 Blood Angels squad consists of a sergeant armed with a Power Sword and Storm Bolter, a marine armed with a Storm Bolter, Power Fist and Cyclone Missile Launcher (loaded with Web Missiles), 2 armed with Storm Bolters and Power Fists and one armed with a Storm Bolter and Chain Fist.
Genestealers:
The Genestealer player begins the mission with four blips and receives two reinforcement blips per turn. Blips may enter play at any entry area.

Special Rules
All doors in this area of the hulk are prone to malfunction. Upon attempting to open any door, either player must roll a D6. On a 4+ the door will open as normal. On a roll of 3 or less, the door jams and must be destroyed in order for the player to continue. The marine player may do this in the normal manner while a genestealer player must expend one action point to destroy a door once it has malfunctioned.

Victory
Space Marines:
The Space Marine player wins by getting 3 or more terminators off the board via EACH exit point, for a total of 6 Space Marines. It is not necessary for the Marines to be from the same squad. The Space Marine may achieve a drawn result by only getting 3 marines off the board via one exit point.
Genestealers:
The Genestealer player wins if the marine player cannot achieve his objective, either through killing eight marines or it becoming impossible for the marine player to get three marines off via one exit point.

Unique Weaponry
Power Axe
Like the power sword, the power axe is a rare and extremely effective weapon awarded to Space Marines that have proven themselves in battle. When fighting in a close assault to his front, a Space Marine armed with a power axe always wins drawn combats.
Cyclone Missile Launcher (loaded with web missiles)
The cyclone missile launcher is a devastating, shoulder mounted missile launcher not suited to combat in the dense and unstable environs of the inside of a Space Hulk, where the highly explosive ammunition may cause explosive decompression. However, when loaded with web missiles, it becomes a highly effective defensive weapon, used to block off corridors and prevent the enemy from advancing. The cyclone missile launcher may be fired twice in a game, blocking off any tile space within line of sight and twelve squares of the user for the remainder of the game.This weapon costs two AP to fire and cannot be fired as part of a combined action.